@itwin/core-geometry 4.5.0-dev.8 → 4.6.0-dev.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (89) hide show
  1. package/CHANGELOG.md +62 -1
  2. package/LICENSE.md +1 -1
  3. package/lib/cjs/Geometry.d.ts +15 -0
  4. package/lib/cjs/Geometry.d.ts.map +1 -1
  5. package/lib/cjs/Geometry.js +27 -0
  6. package/lib/cjs/Geometry.js.map +1 -1
  7. package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js +1 -1
  8. package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
  9. package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js +1 -1
  10. package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
  11. package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
  12. package/lib/cjs/geometry3d/FrameBuilder.js +3 -0
  13. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  14. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts +8 -2
  15. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts.map +1 -1
  16. package/lib/cjs/geometry3d/GrowableXYZArray.js +11 -2
  17. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  18. package/lib/cjs/geometry3d/XYZProps.d.ts +16 -8
  19. package/lib/cjs/geometry3d/XYZProps.d.ts.map +1 -1
  20. package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
  21. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts +42 -50
  22. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  23. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js +81 -105
  24. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  25. package/lib/cjs/polyface/Polyface.d.ts +19 -10
  26. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  27. package/lib/cjs/polyface/Polyface.js +17 -10
  28. package/lib/cjs/polyface/Polyface.js.map +1 -1
  29. package/lib/cjs/polyface/PolyfaceBuilder.d.ts +18 -10
  30. package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
  31. package/lib/cjs/polyface/PolyfaceBuilder.js +27 -21
  32. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  33. package/lib/cjs/polyface/PolyfaceData.d.ts +137 -86
  34. package/lib/cjs/polyface/PolyfaceData.d.ts.map +1 -1
  35. package/lib/cjs/polyface/PolyfaceData.js +300 -166
  36. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  37. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  38. package/lib/cjs/topology/Graph.d.ts +2 -8
  39. package/lib/cjs/topology/Graph.d.ts.map +1 -1
  40. package/lib/cjs/topology/Graph.js +0 -3
  41. package/lib/cjs/topology/Graph.js.map +1 -1
  42. package/lib/cjs/topology/Triangulation.d.ts +18 -7
  43. package/lib/cjs/topology/Triangulation.d.ts.map +1 -1
  44. package/lib/cjs/topology/Triangulation.js +50 -9
  45. package/lib/cjs/topology/Triangulation.js.map +1 -1
  46. package/lib/esm/Geometry.d.ts +15 -0
  47. package/lib/esm/Geometry.d.ts.map +1 -1
  48. package/lib/esm/Geometry.js +27 -0
  49. package/lib/esm/Geometry.js.map +1 -1
  50. package/lib/esm/curve/spiral/MXCubicAlongArcSpiralEvaluator.js +1 -1
  51. package/lib/esm/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
  52. package/lib/esm/curve/spiral/PolishCubicSpiralEvaluator.js +1 -1
  53. package/lib/esm/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
  54. package/lib/esm/geometry3d/FrameBuilder.d.ts.map +1 -1
  55. package/lib/esm/geometry3d/FrameBuilder.js +3 -0
  56. package/lib/esm/geometry3d/FrameBuilder.js.map +1 -1
  57. package/lib/esm/geometry3d/GrowableXYZArray.d.ts +8 -2
  58. package/lib/esm/geometry3d/GrowableXYZArray.d.ts.map +1 -1
  59. package/lib/esm/geometry3d/GrowableXYZArray.js +11 -2
  60. package/lib/esm/geometry3d/GrowableXYZArray.js.map +1 -1
  61. package/lib/esm/geometry3d/XYZProps.d.ts +16 -8
  62. package/lib/esm/geometry3d/XYZProps.d.ts.map +1 -1
  63. package/lib/esm/geometry3d/XYZProps.js.map +1 -1
  64. package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts +42 -50
  65. package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  66. package/lib/esm/polyface/IndexedPolyfaceVisitor.js +80 -103
  67. package/lib/esm/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  68. package/lib/esm/polyface/Polyface.d.ts +19 -10
  69. package/lib/esm/polyface/Polyface.d.ts.map +1 -1
  70. package/lib/esm/polyface/Polyface.js +17 -10
  71. package/lib/esm/polyface/Polyface.js.map +1 -1
  72. package/lib/esm/polyface/PolyfaceBuilder.d.ts +18 -10
  73. package/lib/esm/polyface/PolyfaceBuilder.d.ts.map +1 -1
  74. package/lib/esm/polyface/PolyfaceBuilder.js +27 -21
  75. package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
  76. package/lib/esm/polyface/PolyfaceData.d.ts +137 -86
  77. package/lib/esm/polyface/PolyfaceData.d.ts.map +1 -1
  78. package/lib/esm/polyface/PolyfaceData.js +300 -166
  79. package/lib/esm/polyface/PolyfaceData.js.map +1 -1
  80. package/lib/esm/serialization/GeometrySamples.js.map +1 -1
  81. package/lib/esm/topology/Graph.d.ts +2 -8
  82. package/lib/esm/topology/Graph.d.ts.map +1 -1
  83. package/lib/esm/topology/Graph.js +0 -3
  84. package/lib/esm/topology/Graph.js.map +1 -1
  85. package/lib/esm/topology/Triangulation.d.ts +18 -7
  86. package/lib/esm/topology/Triangulation.d.ts.map +1 -1
  87. package/lib/esm/topology/Triangulation.js +50 -9
  88. package/lib/esm/topology/Triangulation.js.map +1 -1
  89. package/package.json +6 -4
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\n\n// import { Point2d } from \"./Geometry2d\";\nimport { BSplineCurve3d } from \"../bspline/BSplineCurve\";\nimport { InterpolationCurve3d } from \"../bspline/InterpolationCurve3d\";\nimport { Arc3d } from \"../curve/Arc3d\";\nimport { CurveCollection } from \"../curve/CurveCollection\";\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\nimport { LineString3d } from \"../curve/LineString3d\";\nimport { AxisOrder, AxisScaleSelect, Geometry } from \"../Geometry\";\nimport { GrowableXYZArray } from \"./GrowableXYZArray\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Point3dArray } from \"./PointHelpers\";\nimport { PolygonOps } from \"./PolygonOps\";\nimport { Range3d } from \"./Range\";\nimport { Transform } from \"./Transform\";\n\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\n\n/**\n * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.\n *\n * * For the common case of building a right handed frame:\n * * create the FrameBuilder and make calls to announcePoint and announceVector.\n * * the frame will be fully determined by an origin and two vectors.\n * * the first call to announcePoint will set the origin.\n * * additional calls to announcePoint will produce announceVector call with the vector from the origin.\n * * after each announcement, call getValidatedFrame(false)\n * * getValidatedFrame will succeed when it has two independent vectors.\n * * To build a left handed frame,\n * * an origin and 3 independent vectors are required.\n * * announce as above, but query with getValidatedFrame (true).\n * * this will use the third vector to select right or left handed frame.\n * @public\n */\nexport class FrameBuilder {\n private _origin: undefined | Point3d;\n private _vector0: undefined | Vector3d;\n private _vector1: undefined | Vector3d;\n private _vector2: undefined | Vector3d;\n private static _workMatrix?: Matrix3d;\n private static _workVector0?: Vector3d;\n private static _workVector1?: Vector3d;\n private static _workPoint?: Point3d;\n // test if both vectors are defined and have significant angle between.\n private areStronglyIndependentVectors(\n vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians,\n ): boolean {\n if (vector0 !== undefined && vector1 !== undefined) {\n const q = vector0.smallerUnorientedRadiansTo(vector1);\n return q > radiansTolerance;\n }\n return false;\n }\n /** Clear all accumulated point and vector data */\n public clear() {\n this._origin = undefined;\n this._vector0 = undefined;\n this._vector1 = undefined;\n this._vector2 = undefined;\n }\n constructor() {\n this.clear();\n }\n /**\n * Try to assemble the data into a non-singular transform.\n * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.\n * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.\n */\n public getValidatedFrame(allowLeftHanded: boolean = false, result?: Transform): Transform | undefined {\n if (this._origin && this._vector0 && this._vector1) {\n const createRigidMatrix = (v0: Vector3d, v1: Vector3d): Matrix3d | undefined => {\n return FrameBuilder._workMatrix = Matrix3d.createRigidFromColumns(v0, v1, AxisOrder.XYZ, FrameBuilder._workMatrix);\n };\n if (!allowLeftHanded) {\n const matrix = createRigidMatrix(this._vector0, this._vector1);\n if (matrix)\n return Transform.createOriginAndMatrix(this._origin, matrix, result);\n // uh oh -- vector1 was not really independent. clear everything after vector0.\n this._vector1 = this._vector2 = undefined;\n } else if (this._vector2) {\n const matrix = createRigidMatrix(this._vector0, this._vector1);\n if (matrix) {\n if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)\n matrix.scaleColumns(1.0, 1.0, -1.0);\n return Transform.createOriginAndMatrix(this._origin, matrix, result);\n }\n // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??\n const vector2 = this._vector2;\n this._vector1 = this._vector2 = undefined;\n this.announceVector(vector2);\n }\n }\n return undefined;\n }\n /** If vector0 is known but vector1 is not, make vector1 the cross of the up-vector and vector0 */\n public applyDefaultUpVector(vector?: Vector3d) {\n if (vector && this._vector0 && !this._vector1 && !vector.isParallelTo(this._vector0)) {\n this._vector1 = vector.crossProduct(this._vector0);\n }\n }\n /** Ask if there is a defined origin for the evolving frame */\n public get hasOrigin(): boolean {\n return this._origin !== undefined;\n }\n /**\n * Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.\n */\n public savedVectorCount(): number {\n if (!this._vector0)\n return 0;\n if (!this._vector1)\n return 1;\n if (!this._vector2)\n return 2;\n return 3;\n }\n /**\n * Announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.\n */\n public announcePoint(point: Point3d): number {\n if (!this._origin) {\n this._origin = point.clone();\n return this.savedVectorCount();\n }\n // the new point may provide an additional vector\n if (this._origin.isAlmostEqual(point))\n return this.savedVectorCount();\n return this.announceVector(this._origin.vectorTo(point));\n }\n /** Announce a new vector. */\n public announceVector(vector: Vector3d): number {\n if (vector.isAlmostZero)\n return this.savedVectorCount();\n if (!this._vector0) {\n this._vector0 = vector.clone(this._vector0);\n return 1;\n }\n if (!this._vector1) {\n if (this.areStronglyIndependentVectors(vector, this._vector0, 1.0e-5)) {\n this._vector1 = vector.clone(this._vector1);\n return 2;\n }\n return 1;\n }\n // vector0 and vector1 are independent.\n if (!this._vector2) {\n const unitPerpendicular = this._vector0.unitCrossProduct(this._vector1);\n if (unitPerpendicular && !Geometry.isSameCoordinate(0, unitPerpendicular.dotProduct(vector))) {\n this._vector2 = vector.clone(this._vector2);\n return 3;\n }\n return 2;\n }\n // fall through if prior vectors are all there -- no need for the new one.\n return 3;\n }\n /**\n * Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes sufficient\n * for a coordinate system.\n */\n public announce(data: any) {\n if (this.savedVectorCount() > 1)\n return;\n if (data === undefined)\n return;\n if (data instanceof Point3d)\n this.announcePoint(data);\n else if (data instanceof Vector3d)\n this.announceVector(data);\n else if (Array.isArray(data)) {\n for (const child of data) {\n if (this.savedVectorCount() > 1)\n break;\n this.announce(child);\n }\n } else if (data instanceof CurvePrimitive) {\n if (data instanceof LineSegment3d) {\n this.announcePoint(data.startPoint());\n this.announcePoint(data.endPoint());\n } else if (data instanceof Arc3d) {\n const ray = data.fractionToPointAndDerivative(0.0);\n this.announcePoint(ray.origin);\n this.announceVector(ray.direction);\n this.announceVector(data.matrixRef.columnZCrossVector(ray.direction));\n } else if (data instanceof LineString3d) {\n for (const point of data.points) {\n this.announcePoint(point);\n if (this.savedVectorCount() > 1)\n break;\n }\n } else if (data instanceof BSplineCurve3d) {\n const point = Point3d.create();\n for (let i = 0; this.savedVectorCount() < 2; i++) {\n if (data.getPolePoint3d(i, point) instanceof Point3d)\n this.announcePoint(point);\n else break;\n }\n } else if (data instanceof InterpolationCurve3d) {\n const point = Point3d.create();\n for (let i = 0; this.savedVectorCount() < 2; i++) {\n if (i < data.options.fitPoints.length) {\n point.setFrom(data.options.fitPoints[i]);\n this.announcePoint(point);\n } else break;\n }\n } else { // unimplemented CurvePrimitive type\n const frame = data.fractionToFrenetFrame(0.0);\n if (undefined !== frame) {\n this.announcePoint(frame.getOrigin());\n this.announceVector(frame.matrix.getColumn(0));\n this.announceVector(frame.matrix.getColumn(1));\n }\n }\n } else if (data instanceof CurveCollection) {\n if (data.children)\n for (const child of data.children) {\n this.announce(child);\n if (this.savedVectorCount() > 1)\n break;\n }\n } else if (data instanceof GrowableXYZArray) {\n const point = Point3d.create();\n for (let i = 0; this.savedVectorCount() < 2; i++) {\n if (data.getPoint3dAtCheckedPointIndex(i, point) instanceof Point3d)\n this.announcePoint(point);\n else break;\n }\n }\n }\n /**\n * Create a localToWorld frame for the given data.\n * * origin is at first point.\n * * x axis in direction of first nonzero vector present or implied by the input.\n * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\n * @param defaultUpVector optional vector to cross with vector0 to create vector1 when it is unknown\n * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.\n * If the last argument is a `Transform`, it is populated with the computed frame and returned.\n * @returns computed localToWorld frame, or undefined if insufficient data.\n */\n public static createRightHandedFrame(defaultUpVector: Vector3d | undefined, ...params: any[]): Transform | undefined {\n // if last arg is a Transform, remove it from the array and use for the return value\n let frame = (params.length > 0 && params[params.length - 1] instanceof Transform) ? params.pop() as Transform : undefined;\n const builder = new FrameBuilder();\n for (const data of params) {\n builder.announce(data);\n builder.applyDefaultUpVector(defaultUpVector);\n if (frame = builder.getValidatedFrame(false, frame)) {\n if (defaultUpVector) {\n if (frame.matrix.dotColumnZ(defaultUpVector) < 0.0)\n frame.matrix.scaleColumnsInPlace(1, -1, -1);\n }\n return frame;\n }\n }\n const evaluatePrimitiveFrame = (curve: CurvePrimitive, result?: Transform): Transform | undefined => {\n return curve.fractionToFrenetFrame(0.0, result);\n };\n // try direct evaluation of curve primitives using the above lambda\n for (const data of params) {\n if (data instanceof CurvePrimitive) {\n return evaluatePrimitiveFrame(data, frame);\n } else if (data instanceof CurveCollection) {\n const children = data.collectCurvePrimitives();\n for (const curve of children) {\n if (frame = evaluatePrimitiveFrame(curve, frame))\n return frame;\n }\n }\n }\n return undefined;\n }\n /**\n * Create a transform containing points or vectors in the given data.\n * * The xy columns of the transform contain the first points or vectors of the data.\n * * The z column is perpendicular to that xy plane.\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\n * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.\n * If the last argument is a `Transform`, it is populated with the computed frame and returned.\n * @returns computed localToWorld frame, or undefined if insufficient data.\n */\n public static createRightHandedLocalToWorld(...params: any[]): Transform | undefined {\n return this.createRightHandedFrame(undefined, params);\n }\n\n /**\n * Try to create a frame whose xy plane is through points.\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\n * direction is toward the point most distant from that line.\n * @param points array of points\n * @param result optional pre-allocated Transform to populate and return\n * @returns localToWorld frame for the points, or undefined if insufficient data\n */\n public static createFrameToDistantPoints(points: Point3d[], result?: Transform): Transform | undefined {\n if (points.length > 2) {\n const origin = points[0];\n const vector01 = FrameBuilder._workVector0 ?? Vector3d.create();\n Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);\n const vector02 = FrameBuilder._workVector1 ?? Vector3d.create();\n Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);\n const matrix = FrameBuilder._workMatrix = Matrix3d.createRigidFromColumns(vector01, vector02, AxisOrder.XYZ, FrameBuilder._workMatrix);\n if (matrix)\n return Transform.createOriginAndMatrix(origin, matrix, result);\n }\n return undefined;\n }\n /**\n * Try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\n * direction is toward the point most distant from that line.\n * @param points array of points\n * @param result optional pre-allocated Transform to populate and return\n * @returns localToWorld frame for the points, or undefined if insufficient data\n */\n public static createFrameWithCCWPolygon(points: Point3d[], result?: Transform): Transform | undefined {\n if (points.length > 2) {\n const ray = PolygonOps.centroidAreaNormal(points); // can't pass pre-allocated ray...\n if (ray)\n return ray.toRigidZFrame(result);\n }\n return undefined;\n }\n /**\n * Create the localToWorld transform from a range to axes of its parent coordinate system.\n * @param range range to inspect\n * @param scaleSelect selects size of localToWorld axes.\n * @param fractionX fractional coordinate of frame origin x\n * @param fractionY fractional coordinate of frame origin y\n * @param fractionZ fractional coordinate of frame origin z\n * @param defaultAxisLength if true and any axis length is 0, that axis vector takes this physical length.\n * @param result optional pre-allocated Transform to populate and return\n * @returns localToWorld frame for the range\n */\n public static createLocalToWorldTransformInRange(\n range: Range3d,\n scaleSelect: AxisScaleSelect = AxisScaleSelect.NonUniformRangeContainment,\n fractionX: number = 0,\n fractionY: number = 0,\n fractionZ: number = 0,\n defaultAxisLength: number = 1.0,\n result?: Transform,\n ): Transform {\n if (range.isNull)\n return Transform.createIdentity(result);\n let a = 1.0;\n let b = 1.0;\n let c = 1.0;\n if (scaleSelect === AxisScaleSelect.LongestRangeDirection) {\n a = b = c = Geometry.correctSmallMetricDistance(range.maxLength(), defaultAxisLength);\n } else if (scaleSelect === AxisScaleSelect.NonUniformRangeContainment) {\n a = Geometry.correctSmallMetricDistance(range.xLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionX, 0, 1);\n b = Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionY, 0, 1);\n c = Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionZ, 0, 1);\n }\n const origin = FrameBuilder._workPoint = range.fractionToPoint(fractionX, fractionY, fractionZ, FrameBuilder._workPoint);\n const matrix = FrameBuilder._workMatrix = Matrix3d.createScale(a, b, c, FrameBuilder._workMatrix);\n return Transform.createOriginAndMatrix(origin, matrix, result);\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\n\n// import { Point2d } from \"./Geometry2d\";\nimport { BSplineCurve3d } from \"../bspline/BSplineCurve\";\nimport { InterpolationCurve3d } from \"../bspline/InterpolationCurve3d\";\nimport { Arc3d } from \"../curve/Arc3d\";\nimport { CurveCollection } from \"../curve/CurveCollection\";\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\nimport { LineString3d } from \"../curve/LineString3d\";\nimport { AxisOrder, AxisScaleSelect, Geometry } from \"../Geometry\";\nimport { GrowableXYZArray } from \"./GrowableXYZArray\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Point3dArray } from \"./PointHelpers\";\nimport { PolygonOps } from \"./PolygonOps\";\nimport { Range3d } from \"./Range\";\nimport { Transform } from \"./Transform\";\n\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\n\n/**\n * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.\n *\n * * For the common case of building a right handed frame:\n * * create the FrameBuilder and make calls to announcePoint and announceVector.\n * * the frame will be fully determined by an origin and two vectors.\n * * the first call to announcePoint will set the origin.\n * * additional calls to announcePoint will produce announceVector call with the vector from the origin.\n * * after each announcement, call getValidatedFrame(false)\n * * getValidatedFrame will succeed when it has two independent vectors.\n * * To build a left handed frame,\n * * an origin and 3 independent vectors are required.\n * * announce as above, but query with getValidatedFrame (true).\n * * this will use the third vector to select right or left handed frame.\n * @public\n */\nexport class FrameBuilder {\n private _origin: undefined | Point3d;\n private _vector0: undefined | Vector3d;\n private _vector1: undefined | Vector3d;\n private _vector2: undefined | Vector3d;\n private static _workMatrix?: Matrix3d;\n private static _workVector0?: Vector3d;\n private static _workVector1?: Vector3d;\n private static _workPoint?: Point3d;\n // test if both vectors are defined and have significant angle between.\n private areStronglyIndependentVectors(\n vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians,\n ): boolean {\n if (vector0 !== undefined && vector1 !== undefined) {\n const q = vector0.smallerUnorientedRadiansTo(vector1);\n return q > radiansTolerance;\n }\n return false;\n }\n /** Clear all accumulated point and vector data */\n public clear() {\n this._origin = undefined;\n this._vector0 = undefined;\n this._vector1 = undefined;\n this._vector2 = undefined;\n }\n constructor() {\n this.clear();\n }\n /**\n * Try to assemble the data into a non-singular transform.\n * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.\n * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.\n */\n public getValidatedFrame(allowLeftHanded: boolean = false, result?: Transform): Transform | undefined {\n if (this._origin && this._vector0 && this._vector1) {\n const createRigidMatrix = (v0: Vector3d, v1: Vector3d): Matrix3d | undefined => {\n return FrameBuilder._workMatrix = Matrix3d.createRigidFromColumns(v0, v1, AxisOrder.XYZ, FrameBuilder._workMatrix);\n };\n if (!allowLeftHanded) {\n const matrix = createRigidMatrix(this._vector0, this._vector1);\n if (matrix)\n return Transform.createOriginAndMatrix(this._origin, matrix, result);\n // uh oh -- vector1 was not really independent. clear everything after vector0.\n this._vector1 = this._vector2 = undefined;\n } else if (this._vector2) {\n const matrix = createRigidMatrix(this._vector0, this._vector1);\n if (matrix) {\n if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)\n matrix.scaleColumns(1.0, 1.0, -1.0);\n return Transform.createOriginAndMatrix(this._origin, matrix, result);\n }\n // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??\n const vector2 = this._vector2;\n this._vector1 = this._vector2 = undefined;\n this.announceVector(vector2);\n }\n }\n return undefined;\n }\n /** If vector0 is known but vector1 is not, make vector1 the cross of the up-vector and vector0 */\n public applyDefaultUpVector(vector?: Vector3d) {\n if (vector && this._vector0 && !this._vector1 && !vector.isParallelTo(this._vector0)) {\n this._vector1 = vector.crossProduct(this._vector0);\n }\n }\n /** Ask if there is a defined origin for the evolving frame */\n public get hasOrigin(): boolean {\n return this._origin !== undefined;\n }\n /**\n * Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.\n */\n public savedVectorCount(): number {\n if (!this._vector0)\n return 0;\n if (!this._vector1)\n return 1;\n if (!this._vector2)\n return 2;\n return 3;\n }\n /**\n * Announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.\n */\n public announcePoint(point: Point3d): number {\n if (!this._origin) {\n this._origin = point.clone();\n return this.savedVectorCount();\n }\n // the new point may provide an additional vector\n if (this._origin.isAlmostEqual(point))\n return this.savedVectorCount();\n return this.announceVector(this._origin.vectorTo(point));\n }\n /** Announce a new vector. */\n public announceVector(vector: Vector3d): number {\n if (vector.isAlmostZero)\n return this.savedVectorCount();\n if (!this._vector0) {\n this._vector0 = vector.clone(this._vector0);\n return 1;\n }\n if (!this._vector1) {\n if (this.areStronglyIndependentVectors(vector, this._vector0, 1.0e-5)) {\n this._vector1 = vector.clone(this._vector1);\n return 2;\n }\n return 1;\n }\n // vector0 and vector1 are independent.\n if (!this._vector2) {\n const unitPerpendicular = this._vector0.unitCrossProduct(this._vector1);\n if (unitPerpendicular && !Geometry.isSameCoordinate(0, unitPerpendicular.dotProduct(vector))) {\n this._vector2 = vector.clone(this._vector2);\n return 3;\n }\n return 2;\n }\n // fall through if prior vectors are all there -- no need for the new one.\n return 3;\n }\n /**\n * Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes sufficient\n * for a coordinate system.\n */\n public announce(data: any) {\n if (this.savedVectorCount() > 1)\n return;\n if (data === undefined)\n return;\n if (data instanceof Point3d)\n this.announcePoint(data);\n else if (data instanceof Vector3d)\n this.announceVector(data);\n else if (Array.isArray(data)) {\n for (const child of data) {\n if (this.savedVectorCount() > 1)\n break;\n this.announce(child);\n }\n } else if (data instanceof CurvePrimitive) {\n if (data instanceof LineSegment3d) {\n this.announcePoint(data.startPoint());\n this.announcePoint(data.endPoint());\n } else if (data instanceof Arc3d) {\n const ray = data.fractionToPointAndDerivative(0.0);\n this.announcePoint(ray.origin);\n this.announceVector(ray.direction);\n this.announceVector(data.matrixRef.columnZCrossVector(ray.direction));\n } else if (data instanceof LineString3d) {\n for (const point of data.points) {\n this.announcePoint(point);\n if (this.savedVectorCount() > 1)\n break;\n }\n } else if (data instanceof BSplineCurve3d) {\n const point = Point3d.create();\n for (let i = 0; this.savedVectorCount() < 2; i++) {\n if (data.getPolePoint3d(i, point) instanceof Point3d)\n this.announcePoint(point);\n else break;\n }\n } else if (data instanceof InterpolationCurve3d) {\n const point = Point3d.create();\n for (let i = 0; this.savedVectorCount() < 2; i++) {\n if (i < data.options.fitPoints.length) {\n point.setFrom(data.options.fitPoints[i]);\n this.announcePoint(point);\n } else break;\n }\n } else { // unimplemented CurvePrimitive type\n const frame = data.fractionToFrenetFrame(0.0);\n if (undefined !== frame) {\n this.announcePoint(frame.getOrigin());\n this.announceVector(frame.matrix.getColumn(0));\n this.announceVector(frame.matrix.getColumn(1));\n }\n }\n } else if (data instanceof CurveCollection) {\n if (data.children)\n for (const child of data.children) {\n this.announce(child);\n if (this.savedVectorCount() > 1)\n break;\n }\n } else if (data instanceof GrowableXYZArray) {\n const point = Point3d.create();\n for (let i = 0; this.savedVectorCount() < 2; i++) {\n if (data.getPoint3dAtCheckedPointIndex(i, point) instanceof Point3d)\n this.announcePoint(point);\n else break;\n }\n } else if (data.hasOwnProperty(\"x\") && data.hasOwnProperty(\"y\") && data.hasOwnProperty(\"z\")) {\n this.announcePoint(Point3d.create(data.x, data.y, data.z));\n }\n }\n /**\n * Create a localToWorld frame for the given data.\n * * origin is at first point.\n * * x axis in direction of first nonzero vector present or implied by the input.\n * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\n * @param defaultUpVector optional vector to cross with vector0 to create vector1 when it is unknown\n * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.\n * If the last argument is a `Transform`, it is populated with the computed frame and returned.\n * @returns computed localToWorld frame, or undefined if insufficient data.\n */\n public static createRightHandedFrame(defaultUpVector: Vector3d | undefined, ...params: any[]): Transform | undefined {\n // if last arg is a Transform, remove it from the array and use for the return value\n let frame = (params.length > 0 && params[params.length - 1] instanceof Transform) ? params.pop() as Transform : undefined;\n const builder = new FrameBuilder();\n for (const data of params) {\n builder.announce(data);\n builder.applyDefaultUpVector(defaultUpVector);\n if (frame = builder.getValidatedFrame(false, frame)) {\n if (defaultUpVector) {\n if (frame.matrix.dotColumnZ(defaultUpVector) < 0.0)\n frame.matrix.scaleColumnsInPlace(1, -1, -1);\n }\n return frame;\n }\n }\n const evaluatePrimitiveFrame = (curve: CurvePrimitive, result?: Transform): Transform | undefined => {\n return curve.fractionToFrenetFrame(0.0, result);\n };\n // try direct evaluation of curve primitives using the above lambda\n for (const data of params) {\n if (data instanceof CurvePrimitive) {\n return evaluatePrimitiveFrame(data, frame);\n } else if (data instanceof CurveCollection) {\n const children = data.collectCurvePrimitives();\n for (const curve of children) {\n if (frame = evaluatePrimitiveFrame(curve, frame))\n return frame;\n }\n }\n }\n return undefined;\n }\n /**\n * Create a transform containing points or vectors in the given data.\n * * The xy columns of the transform contain the first points or vectors of the data.\n * * The z column is perpendicular to that xy plane.\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\n * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.\n * If the last argument is a `Transform`, it is populated with the computed frame and returned.\n * @returns computed localToWorld frame, or undefined if insufficient data.\n */\n public static createRightHandedLocalToWorld(...params: any[]): Transform | undefined {\n return this.createRightHandedFrame(undefined, params);\n }\n\n /**\n * Try to create a frame whose xy plane is through points.\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\n * direction is toward the point most distant from that line.\n * @param points array of points\n * @param result optional pre-allocated Transform to populate and return\n * @returns localToWorld frame for the points, or undefined if insufficient data\n */\n public static createFrameToDistantPoints(points: Point3d[], result?: Transform): Transform | undefined {\n if (points.length > 2) {\n const origin = points[0];\n const vector01 = FrameBuilder._workVector0 ?? Vector3d.create();\n Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);\n const vector02 = FrameBuilder._workVector1 ?? Vector3d.create();\n Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);\n const matrix = FrameBuilder._workMatrix = Matrix3d.createRigidFromColumns(vector01, vector02, AxisOrder.XYZ, FrameBuilder._workMatrix);\n if (matrix)\n return Transform.createOriginAndMatrix(origin, matrix, result);\n }\n return undefined;\n }\n /**\n * Try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\n * direction is toward the point most distant from that line.\n * @param points array of points\n * @param result optional pre-allocated Transform to populate and return\n * @returns localToWorld frame for the points, or undefined if insufficient data\n */\n public static createFrameWithCCWPolygon(points: Point3d[], result?: Transform): Transform | undefined {\n if (points.length > 2) {\n const ray = PolygonOps.centroidAreaNormal(points); // can't pass pre-allocated ray...\n if (ray)\n return ray.toRigidZFrame(result);\n }\n return undefined;\n }\n /**\n * Create the localToWorld transform from a range to axes of its parent coordinate system.\n * @param range range to inspect\n * @param scaleSelect selects size of localToWorld axes.\n * @param fractionX fractional coordinate of frame origin x\n * @param fractionY fractional coordinate of frame origin y\n * @param fractionZ fractional coordinate of frame origin z\n * @param defaultAxisLength if true and any axis length is 0, that axis vector takes this physical length.\n * @param result optional pre-allocated Transform to populate and return\n * @returns localToWorld frame for the range\n */\n public static createLocalToWorldTransformInRange(\n range: Range3d,\n scaleSelect: AxisScaleSelect = AxisScaleSelect.NonUniformRangeContainment,\n fractionX: number = 0,\n fractionY: number = 0,\n fractionZ: number = 0,\n defaultAxisLength: number = 1.0,\n result?: Transform,\n ): Transform {\n if (range.isNull)\n return Transform.createIdentity(result);\n let a = 1.0;\n let b = 1.0;\n let c = 1.0;\n if (scaleSelect === AxisScaleSelect.LongestRangeDirection) {\n a = b = c = Geometry.correctSmallMetricDistance(range.maxLength(), defaultAxisLength);\n } else if (scaleSelect === AxisScaleSelect.NonUniformRangeContainment) {\n a = Geometry.correctSmallMetricDistance(range.xLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionX, 0, 1);\n b = Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionY, 0, 1);\n c = Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionZ, 0, 1);\n }\n const origin = FrameBuilder._workPoint = range.fractionToPoint(fractionX, fractionY, fractionZ, FrameBuilder._workPoint);\n const matrix = FrameBuilder._workMatrix = Matrix3d.createScale(a, b, c, FrameBuilder._workMatrix);\n return Transform.createOriginAndMatrix(origin, matrix, result);\n }\n}\n"]}
@@ -142,17 +142,23 @@ export declare class GrowableXYZArray extends IndexedReadWriteXYZCollection {
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  */
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  clear(): void;
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  /**
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- * Get a point by index, strongly typed as a Point3d. This is unchecked. Use getPoint3dAtCheckedPointIndex to have validity test.
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+ * Get a point by index, strongly typed as a Point3d. This is unchecked. Use [[getPoint3dAtCheckedPointIndex]] to have validity test.
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  * @param pointIndex index to access
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  * @param result optional result
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  */
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  getPoint3dAtUncheckedPointIndex(pointIndex: number, result?: Point3d): Point3d;
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  /**
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- * Get a point by index, strongly typed as a Point2d. This is unchecked. Use getPoint2dAtCheckedPointIndex to have validity test.
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+ * Get a point by index, strongly typed as a Point2d. This is unchecked. Use [[getPoint2dAtCheckedPointIndex]] to have validity test.
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  * @param pointIndex index to access
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  * @param result optional result
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  */
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  getPoint2dAtUncheckedPointIndex(pointIndex: number, result?: Point2d): Point2d;
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+ /**
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+ * Get a vector by index, strongly typed as a Vector3d. This is unchecked. Use [[getVector3dAtCheckedVectorIndex]] to have validity test.
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+ * @param vectorIndex index to access
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+ * @param result optional result
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+ */
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+ getVector3dAtUncheckedVectorIndex(vectorIndex: number, result?: Vector3d): Vector3d;
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  /** copy xyz into strongly typed Point3d */
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  getPoint3dAtCheckedPointIndex(pointIndex: number, result?: Point3d): Point3d | undefined;
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  /** access x of indexed point */
@@ -1 +1 @@
1
- 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@@ -283,7 +283,7 @@ export class GrowableXYZArray extends IndexedReadWriteXYZCollection {
283
283
  this._xyzInUse = 0;
284
284
  }
285
285
  /**
286
- * Get a point by index, strongly typed as a Point3d. This is unchecked. Use getPoint3dAtCheckedPointIndex to have validity test.
286
+ * Get a point by index, strongly typed as a Point3d. This is unchecked. Use [[getPoint3dAtCheckedPointIndex]] to have validity test.
287
287
  * @param pointIndex index to access
288
288
  * @param result optional result
289
289
  */
@@ -292,7 +292,7 @@ export class GrowableXYZArray extends IndexedReadWriteXYZCollection {
292
292
  return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);
293
293
  }
294
294
  /**
295
- * Get a point by index, strongly typed as a Point2d. This is unchecked. Use getPoint2dAtCheckedPointIndex to have validity test.
295
+ * Get a point by index, strongly typed as a Point2d. This is unchecked. Use [[getPoint2dAtCheckedPointIndex]] to have validity test.
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  * @param pointIndex index to access
297
297
  * @param result optional result
298
298
  */
@@ -300,6 +300,15 @@ export class GrowableXYZArray extends IndexedReadWriteXYZCollection {
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300
  const index = 3 * pointIndex;
301
301
  return Point2d.create(this._data[index], this._data[index + 1], result);
302
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  }
303
+ /**
304
+ * Get a vector by index, strongly typed as a Vector3d. This is unchecked. Use [[getVector3dAtCheckedVectorIndex]] to have validity test.
305
+ * @param vectorIndex index to access
306
+ * @param result optional result
307
+ */
308
+ getVector3dAtUncheckedVectorIndex(vectorIndex, result) {
309
+ const index = 3 * vectorIndex;
310
+ return Vector3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);
311
+ }
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  /** copy xyz into strongly typed Point3d */
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  getPoint3dAtCheckedPointIndex(pointIndex, result) {
305
314
  if (this.isIndexValid(pointIndex)) {
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module ArraysAndInterfaces\n */\n\nimport { Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\nimport { Matrix4d } from \"../geometry4d/Matrix4d\";\nimport { IndexedReadWriteXYZCollection, IndexedXYZCollection, MultiLineStringDataVariant } from \"./IndexedXYZCollection\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\nimport { Point2d } from \"./Point2dVector2d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { PointStreamGrowableXYZArrayCollector, VariantPointDataStream } from \"./PointStreaming\";\nimport { Range1d, Range3d } from \"./Range\";\nimport { Transform } from \"./Transform\";\nimport { XYAndZ } from \"./XYZProps\";\n\n/** `GrowableXYArray` manages a (possibly growing) Float64Array to pack xy coordinates.\n * @public\n */\nexport class GrowableXYZArray extends IndexedReadWriteXYZCollection {\n /**\n * array of packed xyz xyz xyz components\n */\n private _data: Float64Array;\n /**\n * Number of xyz triples (not floats) in the array\n */\n private _xyzInUse: number;\n /**\n * capacity in xyz triples. (not floats)\n */\n private _xyzCapacity: number;\n /**\n * multiplier used by ensureCapacity to expand requested reallocation size\n */\n private _growthFactor: number;\n\n /** Construct a new GrowablePoint3d array.\n * @param numPoints initial capacity in xyz triples (default 8)\n * @param growthFactor used by ensureCapacity to expand requested reallocation size (default 1.5)\n */\n public constructor(numPoints: number = 8, growthFactor?: number) {\n super();\n this._data = new Float64Array(numPoints * 3); // 3 values per point\n this._xyzInUse = 0;\n this._xyzCapacity = numPoints;\n this._growthFactor = (undefined !== growthFactor && growthFactor >= 1.0) ? growthFactor : 1.5;\n }\n\n /** Copy xyz points from source array. Does not reallocate or change active point count.\n * @param source array to copy from\n * @param sourceCount copy the first sourceCount points; all points if undefined\n * @param destOffset copy to instance array starting at this point index; zero if undefined\n * @return count and offset of points copied\n */\n protected copyData(source: Float64Array | number[], sourceCount?: number, destOffset?: number): {count: number, offset: number} {\n // validate inputs and convert from points to entries\n let myOffset = (undefined !== destOffset) ? destOffset * 3 : 0;\n if (myOffset < 0)\n myOffset = 0;\n if (myOffset >= this._data.length)\n return {count: 0, offset: 0};\n let myCount = (undefined !== sourceCount) ? sourceCount * 3 : source.length;\n if (myCount > 0) {\n if (myCount > source.length)\n myCount = source.length;\n if (myOffset + myCount > this._data.length)\n myCount = this._data.length - myOffset;\n if (myCount % 3 !== 0)\n myCount -= myCount % 3;\n }\n if (myCount <= 0)\n return {count: 0, offset: 0};\n if (myCount === source.length)\n this._data.set(source, myOffset);\n else if (source instanceof Float64Array)\n this._data.set(source.subarray(0, myCount), myOffset);\n else\n this._data.set(source.slice(0, myCount), myOffset);\n return {count: myCount / 3, offset: myOffset / 3};\n }\n\n /** The number of points in use. When the length is increased, the array is padded with zeroes. */\n public get length() { return this._xyzInUse; }\n public set length(newLength: number) { this.resize(newLength, true); }\n\n /** Return the number of float64 in use. */\n public get float64Length() { return this._xyzInUse * 3; }\n /** Return the raw packed data.\n * * Note that the length of the returned Float64Array is a count of doubles, and includes the excess capacity\n */\n public float64Data(): Float64Array { return this._data; }\n\n /** If necessary, increase the capacity to the new number of points. Current coordinates and point count (length) are unchanged. */\n public ensureCapacity(pointCapacity: number, applyGrowthFactor: boolean = true) {\n if (pointCapacity > this._xyzCapacity) {\n if (applyGrowthFactor)\n pointCapacity *= this._growthFactor;\n const prevData = this._data;\n this._data = new Float64Array(pointCapacity * 3);\n this.copyData(prevData, this._xyzInUse);\n this._xyzCapacity = pointCapacity;\n }\n }\n /**\n * * If pointCount is less than current length, just reset current length to pointCount, effectively trimming active points but preserving original capacity.\n * * If pointCount is greater than current length, reallocate to exactly pointCount, copy existing points, and optionally pad excess with zero.\n * @param pointCount new number of active points in array\n * @param padWithZero when increasing point count, whether to zero out new points (default false)\n */\n public resize(pointCount: number, padWithZero?: boolean) {\n if (pointCount >= 0 && pointCount < this._xyzInUse)\n this._xyzInUse = pointCount;\n else if (pointCount > this._xyzInUse) {\n this.ensureCapacity(pointCount, false);\n if (padWithZero ?? false)\n this._data.fill(0, this._xyzInUse * 3);\n this._xyzInUse = pointCount;\n }\n }\n /**\n * Make a copy of the (active) points in this array.\n * (The clone does NOT get excess capacity)\n */\n public clone(result?: GrowableXYZArray): GrowableXYZArray {\n if (!result)\n result = new GrowableXYZArray(this.length);\n else {\n if (result.length !== this.length)\n result.clear(); // force resize to trim excess capacity\n result.resize(this.length);\n }\n result.copyData(this._data, this.length);\n result._xyzInUse = this.length;\n return result;\n }\n /** Create an array from various point data formats.\n * Valid inputs are:\n * * Point2d\n * * Point3d\n * * An array of 2 doubles\n * * An array of 3 doubles\n * * A GrowableXYZArray\n * * Any json object satisfying Point3d.isXYAndZ\n * * Any json object satisfying Point3d.isXAndY\n * * A Float64Array of doubles, interpreted as xyzxyz\n * * An array of any of the above\n * @param data source points.\n * @param result optional pre-allocated GrowableXYZArray to clear and fill.\n */\n public static create(data: any, result?: GrowableXYZArray): GrowableXYZArray {\n if (result) {\n result.clear();\n } else {\n const pointCount = typeof data[0] === \"number\" ? data.length / 3 : data.length;\n result = new GrowableXYZArray(pointCount);\n }\n result.pushFrom(data);\n return result;\n }\n\n /** Restructure MultiLineStringDataVariant as array of GrowableXYZArray */\n public static createArrayOfGrowableXYZArray(data: MultiLineStringDataVariant): GrowableXYZArray[] | undefined {\n const collector = new PointStreamGrowableXYZArrayCollector();\n VariantPointDataStream.streamXYZ(data, collector);\n return collector.claimArrayOfGrowableXYZArray();\n }\n\n /** push a point to the end of the array */\n public push(toPush: XYAndZ) {\n this.pushXYZ(toPush.x, toPush.y, toPush.z);\n }\n\n /** push all points of an array */\n public pushAll(points: Point3d[]) {\n this.ensureCapacity(this._xyzInUse + points.length, false);\n for (const p of points) this.push(p);\n }\n /** Push copies of points from variant sources.\n * Valid inputs are:\n * * Point2d\n * * Point3d\n * * An array of 2 doubles\n * * An array of 3 doubles\n * * A GrowableXYZArray\n * * Any json object satisfying Point3d.isXYAndZ\n * * Any json object satisfying Point3d.isXAndY\n * * A Float64Array of doubles, interpreted as xyzxyz\n * * An array of any of the above\n */\n public pushFrom(p: any) {\n if (p instanceof Point3d)\n this.pushXYZ(p.x, p.y, p.z);\n else if (p instanceof GrowableXYZArray)\n this.pushFromGrowableXYZArray(p);\n else if (p instanceof Point2d)\n this.pushXYZ(p.x, p.y, 0.0);\n else if (Geometry.isNumberArray(p, 4) || p instanceof Float64Array) {\n const xyzToAdd = Math.trunc(p.length / 3);\n this.ensureCapacity(this._xyzInUse + xyzToAdd, false);\n this.copyData(p, xyzToAdd, this._xyzInUse);\n this._xyzInUse += xyzToAdd;\n } else if (Geometry.isNumberArray(p, 3))\n this.pushXYZ(p[0], p[1], p[2]);\n else if (Geometry.isNumberArray(p, 2))\n this.pushXYZ(p[0], p[1], 0.0);\n else if (Array.isArray(p)) {\n // direct recursion re-wraps p and goes infinite. Unroll here.\n for (const q of p)\n this.pushFrom(q);\n } else if (Point3d.isXYAndZ(p))\n this.pushXYZ(p.x, p.y, p.z);\n else if (Point3d.isXAndY(p))\n this.pushXYZ(p.x, p.y, 0.0);\n else if (p instanceof IndexedXYZCollection) {\n const n = p.length;\n this.ensureCapacity(this._xyzInUse + n, false);\n for (let i = 0; i < n; i++)\n this.pushXYZ(p.getXAtUncheckedPointIndex(i), p.getYAtUncheckedPointIndex(i), p.getZAtUncheckedPointIndex(i));\n }\n }\n /**\n * Replicate numWrap xyz values from the front of the array as new values at the end.\n * @param numWrap number of xyz values to replicate\n */\n public pushWrap(numWrap: number) {\n if (this._xyzInUse >= numWrap) {\n this.ensureCapacity(this._xyzInUse + numWrap, false);\n for (let i = 0; i < numWrap; i++) {\n const k = 3 * i;\n this.pushXYZ(this._data[k], this._data[k + 1], this._data[k + 2]);\n }\n }\n }\n /** append a new point with given x,y,z */\n public pushXYZ(x: number, y: number, z: number) {\n this.ensureCapacity(this._xyzInUse + 1);\n const index = this._xyzInUse * 3;\n this._data[index] = x;\n this._data[index + 1] = y;\n this._data[index + 2] = z;\n this._xyzInUse++;\n }\n /** Shift all data forward to make space for numPoints at the front.\n * * Leading (3*numPoints) doubles are left with prior contents.\n * * _xyzInUse count is increased\n */\n private shiftForward(numPoints: number) {\n if (numPoints <= 0)\n return;\n this.ensureCapacity(this._xyzInUse + numPoints);\n const numAddedDouble = 3 * numPoints;\n const lastIndex = this._xyzInUse * 3;\n this._data.copyWithin(numAddedDouble, 0, lastIndex);\n this._xyzInUse += numPoints;\n }\n /** prepend a new point with given x,y,z\n * * Remark: this copies all content forward.\n */\n public pushFrontXYZ(x: number, y: number, z: number) {\n this.shiftForward(1);\n this._data[0] = x;\n this._data[1] = y;\n this._data[2] = z;\n }\n /** prepend a new point at the front of the array.\n *\n */\n public pushFront(toPush: XYAndZ) {\n this.pushFrontXYZ(toPush.x, toPush.y, toPush.z);\n }\n\n /** move the coordinates at fromIndex to toIndex.\n * * No action if either index is invalid.\n */\n public moveIndexToIndex(fromIndex: number, toIndex: number) {\n if (this.isIndexValid(fromIndex) && this.isIndexValid(toIndex)) {\n let iA = fromIndex * 3;\n let iB = toIndex * 3;\n this._data[iB++] = this._data[iA++];\n this._data[iB++] = this._data[iA++];\n this._data[iB] = this._data[iA];\n }\n }\n /** Remove one point from the back.\n * * NOTE that (in the manner of std::vector native) this is \"just\" removing the point -- no point is NOT returned.\n * * Use `back ()` to get the last x,y,z assembled into a `Point3d `\n */\n public pop() {\n if (this._xyzInUse > 0)\n this._xyzInUse--;\n }\n /**\n * Test if index is valid for an xyz (point or vector) within this array\n * @param index xyz index to test.\n */\n public isIndexValid(index: number): boolean {\n if (index >= this._xyzInUse || index < 0)\n return false;\n return true;\n }\n /**\n * Clear all xyz data, but leave capacity unchanged.\n */\n public clear() {\n this._xyzInUse = 0;\n }\n /**\n * Get a point by index, strongly typed as a Point3d. This is unchecked. Use getPoint3dAtCheckedPointIndex to have validity test.\n * @param pointIndex index to access\n * @param result optional result\n */\n public getPoint3dAtUncheckedPointIndex(pointIndex: number, result?: Point3d): Point3d {\n const index = 3 * pointIndex;\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n\n /**\n * Get a point by index, strongly typed as a Point2d. This is unchecked. Use getPoint2dAtCheckedPointIndex to have validity test.\n * @param pointIndex index to access\n * @param result optional result\n */\n public getPoint2dAtUncheckedPointIndex(pointIndex: number, result?: Point2d): Point2d {\n const index = 3 * pointIndex;\n return Point2d.create(this._data[index], this._data[index + 1], result);\n }\n\n /** copy xyz into strongly typed Point3d */\n public getPoint3dAtCheckedPointIndex(pointIndex: number, result?: Point3d): Point3d | undefined {\n if (this.isIndexValid(pointIndex)) {\n const index = 3 * pointIndex;\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n return undefined;\n }\n\n /** access x of indexed point */\n public getXAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index];\n }\n\n /** access y of indexed point */\n public getYAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index + 1];\n }\n\n /** access y of indexed point */\n public getZAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index + 2];\n }\n\n /** copy xy into strongly typed Point2d */\n public getPoint2dAtCheckedPointIndex(pointIndex: number, result?: Point2d): Point2d | undefined {\n if (this.isIndexValid(pointIndex)) {\n const index = 3 * pointIndex;\n return Point2d.create(this._data[index], this._data[index + 1], result);\n }\n return undefined;\n }\n /** copy xyz into strongly typed Vector3d */\n public getVector3dAtCheckedVectorIndex(vectorIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(vectorIndex)) {\n const index = 3 * vectorIndex;\n return Vector3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n return undefined;\n }\n\n /**\n * Read coordinates from source array, place them at index within this array.\n * @param destIndex point index where coordinates are to be placed in this array\n * @param source source array\n * @param sourceIndex point index in source array\n * @returns true if destIndex and sourceIndex are both valid.\n */\n public transferFromGrowableXYZArray(destIndex: number, source: GrowableXYZArray, sourceIndex: number): boolean {\n if (this.isIndexValid(destIndex) && source.isIndexValid(sourceIndex)) {\n const i = destIndex * 3;\n const j = sourceIndex * 3;\n this._data[i] = source._data[j];\n this._data[i + 1] = source._data[j + 1];\n this._data[i + 2] = source._data[j + 2];\n return true;\n }\n return false;\n }\n\n /**\n * push coordinates from the source array to the end of this array.\n * @param source source array\n * @param sourceIndex xyz index within the source. If undefined, entire source is pushed.\n * @returns number of points pushed.\n */\n public pushFromGrowableXYZArray(source: GrowableXYZArray, sourceIndex?: number): number {\n // full array push . . .\n if (sourceIndex === undefined) {\n const numXYZAdd = source.length;\n this.ensureCapacity(this.length + numXYZAdd, false);\n this.copyData(source._data, numXYZAdd, this.length);\n this._xyzInUse += numXYZAdd;\n return numXYZAdd;\n }\n // single point push . . .\n if (source.isIndexValid(sourceIndex)) {\n const j = sourceIndex * 3;\n this.pushXYZ(source._data[j], source._data[j + 1], source._data[j + 2]);\n return 1;\n }\n return 0;\n }\n /**\n * Set the coordinates of a single point.\n * @param pointIndex index of point to set\n * @param value coordinates to set\n */\n public setAtCheckedPointIndex(pointIndex: number, value: XYAndZ): boolean {\n if (!this.isIndexValid(pointIndex))\n return false;\n let index = pointIndex * 3;\n this._data[index++] = value.x;\n this._data[index++] = value.y;\n this._data[index] = value.z;\n return true;\n }\n /**\n * Set the coordinates of a single point given as coordinates\n * @param pointIndex index of point to set\n * @param x x coordinate\n * @param y y coordinate\n * @param z z coordinate\n */\n public setXYZAtCheckedPointIndex(pointIndex: number, x: number, y: number, z: number): boolean {\n if (!this.isIndexValid(pointIndex))\n return false;\n let index = pointIndex * 3;\n this._data[index++] = x;\n this._data[index++] = y;\n this._data[index] = z;\n return true;\n }\n\n /**\n * Copy all points into a simple array of Point3d\n */\n public getPoint3dArray(): Point3d[] {\n const n = 3 * this._xyzInUse;\n const result = [];\n const data = this._data;\n for (let i = 0; i < n; i += 3)\n result.push(Point3d.create(data[i], data[i + 1], data[i + 2]));\n return result;\n }\n /** multiply each point by the transform, replace values. */\n public static multiplyTransformInPlace(transform: Transform, data: GrowableXYZArray[] | GrowableXYZArray) {\n if (Array.isArray(data)) {\n for (const d of data)\n d.multiplyTransformInPlace(transform);\n } else {\n data.multiplyTransformInPlace(transform);\n }\n }\n\n /** multiply each point by the transform, replace values. */\n public multiplyTransformInPlace(transform: Transform) {\n const data = this._data;\n const nDouble = this.float64Length;\n const coffs = transform.matrix.coffs;\n const origin = transform.origin;\n const x0 = origin.x;\n const y0 = origin.y;\n const z0 = origin.z;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z + x0;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z + y0;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z + z0;\n }\n }\n\n /** reverse the order of points. */\n public reverseInPlace() {\n const n = this.length;\n let j0, j1;\n let a;\n const data = this._data;\n for (let i0 = 0, i1 = n - 1; i0 < i1; i0++, i1--) {\n j0 = 3 * i0;\n j1 = 3 * i1;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n j0++;\n j1++;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n j0++;\n j1++;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n }\n }\n\n /** multiply each xyz (as a vector) by matrix, replace values. */\n public multiplyMatrix3dInPlace(matrix: Matrix3d) {\n const data = this._data;\n const nDouble = this.float64Length;\n const coffs = matrix.coffs;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\n }\n }\n\n /** multiply each xyz (as a vector) by matrix inverse transpose, renormalize the vector, replace values.\n * * This is the way to apply a matrix (possibly with skew and scale) to a surface normal, and\n * have it end up perpendicular to the transformed in-surface vectors.\n * * Return false if matrix is not invertible or if any normalization fails.\n */\n public multiplyAndRenormalizeMatrix3dInverseTransposeInPlace(matrix: Matrix3d): boolean {\n const data = this._data;\n const nDouble = this.float64Length;\n if (!matrix.computeCachedInverse(true))\n return false;\n const coffs = matrix.inverseCoffs!;\n const tol = Geometry.smallFloatingPoint;\n let x = 0;\n let y = 0;\n let z = 0;\n let x1;\n let y1;\n let z1;\n let q;\n let a;\n let numFail = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n x1 = coffs[0] * x + coffs[3] * y + coffs[6] * z;\n y1 = coffs[1] * x + coffs[4] * y + coffs[7] * z;\n z1 = coffs[2] * x + coffs[5] * y + coffs[8] * z;\n a = x1 * x1 + y1 * y1 + z1 * z1;\n if (a < tol) {\n // put the originals back ..\n x1 = x; y1 = y; z1 = z;\n numFail++;\n } else if (Math.abs(a - 1.0) > tol) {\n q = 1.0 / Math.sqrt(a);\n x1 *= q;\n y1 *= q;\n z1 *= q;\n } // else -- q is near 1, no need to do the division !!\n data[i] = x1;\n data[i + 1] = y1;\n data[i + 2] = z1;\n }\n return numFail === 0;\n }\n\n /** multiply each xyz (as a point) by a homogeneous matrix and update as the normalized point\n *\n */\n public multiplyMatrix4dAndQuietRenormalizeMatrix4d(matrix: Matrix4d) {\n const data = this._data;\n const nDouble = this.float64Length;\n const xyz1 = Point3d.create();\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n matrix.multiplyXYZWQuietRenormalize(data[i], data[i + 1], data[i + 2], 1.0, xyz1);\n data[i] = xyz1.x;\n data[i + 1] = xyz1.y;\n data[i + 2] = xyz1.z;\n }\n }\n\n /** multiply each point by the transform, replace values. */\n public tryTransformInverseInPlace(transform: Transform): boolean {\n const data = this._data;\n const nDouble = this.float64Length;\n const matrix = transform.matrix;\n matrix.computeCachedInverse(true);\n const coffs = matrix.inverseCoffs;\n if (!coffs)\n return false;\n const origin = transform.origin;\n const x0 = origin.x;\n const y0 = origin.y;\n const z0 = origin.z;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 < nDouble; i += 3) {\n x = data[i] - x0;\n y = data[i + 1] - y0;\n z = data[i + 2] - z0;\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\n }\n return true;\n }\n /** Extend `range` to extend by all points. */\n public extendRange(rangeToExtend: Range3d, transform?: Transform) {\n const numDouble = this.float64Length;\n const data = this._data;\n if (transform) {\n for (let i = 0; i + 2 < numDouble; i += 3)\n rangeToExtend.extendTransformedXYZ(transform, data[i], data[i + 1], data[i + 2]);\n } else {\n for (let i = 0; i + 2 < numDouble; i += 3)\n rangeToExtend.extendXYZ(data[i], data[i + 1], data[i + 2]);\n\n }\n }\n /** get range of points. */\n public override getRange(transform?: Transform): Range3d {\n const range = Range3d.createNull();\n this.extendRange(range, transform);\n return range;\n }\n\n /** Initialize `range` with coordinates in this array. */\n public setRange(range: Range3d, transform?: Transform) {\n range.setNull();\n this.extendRange(range, transform);\n }\n\n /** Sum the lengths of segments between points. */\n public sumLengths(): number {\n let sum = 0.0;\n const n = 3 * (this._xyzInUse - 1); // Length already takes into account what specifically is in use\n const data = this._data;\n for (let i = 0; i < n; i += 3) sum += Geometry.hypotenuseXYZ(\n data[i + 3] - data[i],\n data[i + 4] - data[i + 1],\n data[i + 5] - data[i + 2]);\n return sum;\n }\n /**\n * Multiply each x,y,z by the scale factor.\n * @param factor\n */\n public scaleInPlace(factor: number) {\n if (this._data) {\n const numFloat = this.float64Length;\n for (let i = 0; i < numFloat; i++)\n this._data[i] = this._data[i] * factor;\n }\n }\n /** test if all points are within tolerance of a plane. */\n public isCloseToPlane(plane: Plane3dByOriginAndUnitNormal, tolerance: number = Geometry.smallMetricDistance): boolean {\n const numCoordinate = 3 * this._xyzInUse;\n const data = this._data;\n for (let i = 0; i < numCoordinate; i += 3)\n if (Math.abs(plane.altitudeXYZ(data[i], data[i + 1], data[i + 2])) > tolerance)\n return false;\n return true;\n }\n /**\n * * If not already closed, push a copy of the first point.\n * * If already closed within tolerance, force exact copy\n * * otherwise leave unchanged.\n */\n public forceClosure(tolerance: number = Geometry.smallMetricDistance) {\n const d = this.distanceIndexIndex(0, this.length - 1);\n // leave the empty array alone.\n // Note that singleton will generate 0 distance and do nothing.\n if (d === undefined) {\n } else if (d > tolerance)\n this.pushXYZ(this._data[0], this._data[1], this._data[2]);\n else if (d > 0) {\n // overwrite last point with exact exact first point\n const i0 = this._data.length - 3;\n for (let i = 0; i < 3; i++)\n this._data[i0 + i] = this._data[i];\n }\n }\n\n /** Compute a point at fractional coordinate between points i and j */\n public interpolate(i: number, fraction: number, j: number, result?: Point3d): Point3d | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const fraction0 = 1.0 - fraction;\n const data = this._data;\n i = 3 * i;\n j = 3 * j;\n return Point3d.create(\n fraction0 * data[i] + fraction * data[j],\n fraction0 * data[i + 1] + fraction * data[j + 1],\n fraction0 * data[i + 2] + fraction * data[j + 2], result);\n }\n return undefined;\n }\n\n /**\n * * Compute a point at fractional coordinate between points i and j of source\n * * push onto this array.\n */\n public pushInterpolatedFromGrowableXYZArray(source: GrowableXYZArray, i: number, fraction: number, j: number) {\n if (source.isIndexValid(i) && source.isIndexValid(j)) {\n const fraction0 = 1.0 - fraction;\n const data = source._data;\n i = 3 * i;\n j = 3 * j;\n this.pushXYZ(\n fraction0 * data[i] + fraction * data[j],\n fraction0 * data[i + 1] + fraction * data[j + 1],\n fraction0 * data[i + 2] + fraction * data[j + 2]);\n }\n }\n\n /** Sum the signed areas of the projection to xy plane */\n public areaXY(): number {\n let area = 0.0;\n const n = 3 * this._xyzInUse; // float count !!\n if (n > 6) {\n const x0 = this._data[n - 3];\n const y0 = this._data[n - 2];\n let dx1 = this._data[0] - x0;\n let dy1 = this._data[1] - y0;\n let dx2 = 0;\n let dy2 = 0;\n for (let i = 3; i < n; i += 3, dx1 = dx2, dy1 = dy2) {\n dx2 = this._data[i] - x0;\n dy2 = this._data[i + 1] - y0;\n area += Geometry.crossProductXYXY(dx1, dy1, dx2, dy2);\n }\n }\n return 0.5 * area;\n }\n\n /** Compute a vector from index origin i to indexed target j */\n public vectorIndexIndex(i: number, j: number, result?: Vector3d): Vector3d | undefined {\n if (!this.isIndexValid(i) || !this.isIndexValid(j))\n return undefined;\n const data = this._data;\n i = 3 * i;\n j = 3 * j;\n return Vector3d.create(\n data[j] - data[i],\n data[j + 1] - data[i + 1],\n data[j + 2] - data[i + 2], result);\n }\n\n /** Compute a vector from origin to indexed target j */\n public vectorXYAndZIndex(origin: XYAndZ, j: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(j)) {\n const data = this._data;\n j = 3 * j;\n return Vector3d.create(\n data[j] - origin.x,\n data[j + 1] - origin.y,\n data[j + 2] - origin.z, result);\n }\n return undefined;\n }\n\n /** Compute the cross product of vectors from from indexed origin to indexed targets i and j */\n public crossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const i = originIndex * 3;\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n return Geometry.crossProductXYZXYZ(\n data[j] - data[i], data[j + 1] - data[i + 1], data[j + 2] - data[i + 2],\n data[k] - data[i], data[k + 1] - data[i + 1], data[k + 2] - data[i + 2],\n result);\n }\n return undefined;\n }\n\n /** Compute the dot product of pointIndex with [x,y,z] */\n public evaluateUncheckedIndexDotProductXYZ(pointIndex: number, x: number, y: number, z: number): number {\n const i = pointIndex * 3;\n const data = this._data;\n return data[i] * x + data[i + 1] * y + data[i + 2] * z;\n }\n /** Compute the dot product of pointIndex with [x,y,z] */\n public evaluateUncheckedIndexPlaneAltitude(pointIndex: number, plane: PlaneAltitudeEvaluator): number {\n const i = pointIndex * 3;\n const data = this._data;\n return plane.altitudeXYZ(data[i], data[i + 1], data[i + 2]);\n }\n\n /**\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\n * * accumulate it to the result.\n */\n public accumulateCrossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result: Vector3d): void {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const i = originIndex * 3;\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n result.addCrossProductToTargetsInPlace(\n data[i], data[i + 1], data[i + 2],\n data[j], data[j + 1], data[j + 2],\n data[k], data[k + 1], data[k + 2]);\n }\n }\n\n /**\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\n * * accumulate it to the result.\n */\n public accumulateScaledXYZ(index: number, scale: number, sum: Point3d): void {\n if (this.isIndexValid(index)) {\n const i = index * 3;\n const data = this._data;\n sum.x += scale * data[i];\n sum.y += scale * data[i + 1];\n sum.z += scale * data[i + 2];\n }\n }\n\n /** Compute the cross product of vectors from from origin to indexed targets i and j */\n public crossProductXYAndZIndexIndex(origin: XYAndZ, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n return Geometry.crossProductXYZXYZ(\n data[j] - origin.x, data[j + 1] - origin.y, data[j + 2] - origin.z,\n data[k] - origin.x, data[k + 1] - origin.y, data[k + 2] - origin.z,\n result);\n }\n return undefined;\n }\n\n /** Return the distance between an array point and the input point. */\n public distanceIndexToPoint(i: number, spacePoint: XYAndZ): number | undefined {\n if (this.isIndexValid(i)) {\n const i0 = 3 * i;\n return Geometry.hypotenuseXYZ(\n spacePoint.x - this._data[i0],\n spacePoint.y - this._data[i0 + 1],\n spacePoint.z - this._data[i0 + 2]);\n }\n return undefined;\n }\n\n /**\n * Return distance squared between indicated points.\n * @param i first point index\n * @param j second point index\n */\n public distanceSquaredIndexIndex(i: number, j: number): number | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseSquaredXYZ(\n this._data[j0] - this._data[i0],\n this._data[j0 + 1] - this._data[i0 + 1],\n this._data[j0 + 2] - this._data[i0 + 2]);\n }\n return undefined;\n }\n /**\n * Return distance between indicated points.\n * @param i first point index\n * @param j second point index\n */\n public distanceIndexIndex(i: number, j: number): number | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseXYZ(\n this._data[j0] - this._data[i0],\n this._data[j0 + 1] - this._data[i0 + 1],\n this._data[j0 + 2] - this._data[i0 + 2]);\n }\n return undefined;\n }\n /** Return the distance between points in distinct arrays. */\n public static distanceBetweenPointsIn2Arrays(arrayA: GrowableXYZArray, i: number, arrayB: GrowableXYZArray, j: number): number | undefined {\n if (arrayA.isIndexValid(i) && arrayB.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseXYZ(\n arrayB._data[j0] - arrayA._data[i0],\n arrayB._data[j0 + 1] - arrayA._data[i0 + 1],\n arrayB._data[j0 + 2] - arrayA._data[i0 + 2]);\n }\n return undefined;\n }\n /** test for near equality between two `GrowableXYZArray`. */\n public static isAlmostEqual(dataA: GrowableXYZArray | undefined, dataB: GrowableXYZArray | undefined): boolean {\n if (dataA && dataB) {\n if (dataA.length !== dataB.length)\n return false;\n for (let i = 0; i < dataA.length; i++)\n if (!dataA.getPoint3dAtUncheckedPointIndex(i).isAlmostEqual(dataB.getPoint3dAtUncheckedPointIndex(i)))\n return false;\n return true;\n }\n // if both are null it is equal, otherwise unequal\n return (!dataA && !dataB);\n }\n\n /** Return an array of block indices sorted per compareLexicalBlock function */\n public sortIndicesLexical(): Uint32Array {\n const n = this._xyzInUse;\n // let numCompare = 0;\n const result = new Uint32Array(n);\n for (let i = 0; i < n; i++) result[i] = i;\n result.sort(\n (blockIndexA: number, blockIndexB: number) => {\n // numCompare++;\n return this.compareLexicalBlock(blockIndexA, blockIndexB);\n });\n // console.log (n, numCompare);\n return result;\n }\n\n /** compare two blocks in simple lexical order. */\n public compareLexicalBlock(ia: number, ib: number): number {\n let ax = 0;\n let bx = 0;\n for (let i = 0; i < 3; i++) {\n ax = this._data[ia * 3 + i];\n bx = this._data[ib * 3 + i];\n if (ax > bx) return 1;\n if (ax < bx) return -1;\n }\n return ia - ib; // so original order is maintained among duplicates !!!!\n }\n\n /** Access a single double at offset within a block. This has no index checking. */\n public component(pointIndex: number, componentIndex: number): number {\n return this._data[3 * pointIndex + componentIndex];\n }\n /**\n * add points at regular steps from `other`\n * @param source\n * @param pointIndex0\n * @param step\n * @param numAdd\n */\n public addSteppedPoints(other: GrowableXYZArray, pointIndex0: number, step: number, numAdd: number) {\n const dataB = other._data;\n let b0 = pointIndex0 * 3;\n const nb = other.length * 3;\n let numAdded = 0;\n this.ensureCapacity(this._xyzInUse + numAdd, false);\n while (b0 >= 0 && b0 + 2 < nb && numAdded < numAdd) {\n this.pushXYZ(dataB[b0], dataB[b0 + 1], dataB[b0 + 2]);\n b0 += step * 3;\n numAdded++;\n }\n }\n\n /**\n * find the min and max distance between corresponding indexed points. Excess points are ignored.\n * @param arrayA first array\n * @param arrayB second array\n */\n public static distanceRangeBetweenCorrespondingPoints(arrayA: GrowableXYZArray, arrayB: GrowableXYZArray): Range1d {\n const dataA = arrayA._data;\n const dataB = arrayB._data;\n const n = Math.min(arrayA.length, arrayB.length);\n let i = 0;\n let k0;\n const range = Range1d.createNull();\n while (i < n) {\n k0 = 3 * i;\n range.extendX(Geometry.hypotenuseXYZ(dataA[k0] - dataB[k0], dataA[k0 + 1] - dataB[k0 + 1], dataA[k0 + 2] - dataB[k0 + 2]));\n i++;\n }\n return range;\n }\n /**\n * remove trailing point(s) within tolerance of the start point.\n * @param points\n * @param tolerance\n */\n public static removeClosure(points: IndexedReadWriteXYZCollection, tolerance: number = Geometry.smallMetricDistance) {\n while (points.length > 1 && points.distanceIndexIndex(0, points.length - 1)! < tolerance)\n points.pop();\n }\n /**\n * Compute frame for a triangle formed by three (unchecked!) points identified by index.\n * * z direction of frame is 001.\n * * Transform axes from origin to targetA and targetB\n * * in local coordinates (u,v,w) the xy interior of the triangle is `u>=0, v>= 0, w>= 0, u+v+w<1`\n * * Return undefined if transform is not invertible, e.g. if points are in a vertical plane.\n */\n public fillLocalXYTriangleFrame(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Transform): Transform | undefined {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n let i0 = originIndex * 3;\n const data = this._data;\n const ax = data[i0++];\n const ay = data[i0++];\n const az = data[i0++];\n i0 = targetAIndex * 3;\n const ux = data[i0++] - ax;\n const uy = data[i0++] - ay;\n const uz = data[i0++] - az;\n i0 = targetBIndex * 3;\n const vx = data[i0++] - ax;\n const vy = data[i0++] - ay;\n const vz = data[i0++] - az;\n result = Transform.createRowValues(\n ux, vx, 0, ax,\n uy, vy, 0, ay,\n uz, vz, 1, az, result);\n return result.computeCachedInverse() ? result : undefined;\n }\n return undefined;\n }\n /**\n * Pass the (x,y,z) of each point to a function which returns a replacement for one of the 3 components.\n * @param componentIndex Index (0,1,2) of component to be replaced.\n * @param func function to be called as `func(x,y,z)`, returning a replacement value for componentIndex\n */\n public mapComponent(componentIndex: 0 | 1 | 2, func: (x: number, y: number, z: number) => number) {\n const n = this._data.length;\n let q;\n for (let i = 0; i + 2 < n; i += 3) {\n q = func(this._data[i], this._data[i + 1], this._data[i + 2]);\n this._data[i + componentIndex] = q;\n }\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module ArraysAndInterfaces\n */\n\nimport { Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\nimport { Matrix4d } from \"../geometry4d/Matrix4d\";\nimport { IndexedReadWriteXYZCollection, IndexedXYZCollection, MultiLineStringDataVariant } from \"./IndexedXYZCollection\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\nimport { Point2d } from \"./Point2dVector2d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { PointStreamGrowableXYZArrayCollector, VariantPointDataStream } from \"./PointStreaming\";\nimport { Range1d, Range3d } from \"./Range\";\nimport { Transform } from \"./Transform\";\nimport { XYAndZ } from \"./XYZProps\";\n\n/** `GrowableXYArray` manages a (possibly growing) Float64Array to pack xy coordinates.\n * @public\n */\nexport class GrowableXYZArray extends IndexedReadWriteXYZCollection {\n /**\n * array of packed xyz xyz xyz components\n */\n private _data: Float64Array;\n /**\n * Number of xyz triples (not floats) in the array\n */\n private _xyzInUse: number;\n /**\n * capacity in xyz triples. (not floats)\n */\n private _xyzCapacity: number;\n /**\n * multiplier used by ensureCapacity to expand requested reallocation size\n */\n private _growthFactor: number;\n\n /** Construct a new GrowablePoint3d array.\n * @param numPoints initial capacity in xyz triples (default 8)\n * @param growthFactor used by ensureCapacity to expand requested reallocation size (default 1.5)\n */\n public constructor(numPoints: number = 8, growthFactor?: number) {\n super();\n this._data = new Float64Array(numPoints * 3); // 3 values per point\n this._xyzInUse = 0;\n this._xyzCapacity = numPoints;\n this._growthFactor = (undefined !== growthFactor && growthFactor >= 1.0) ? growthFactor : 1.5;\n }\n\n /** Copy xyz points from source array. Does not reallocate or change active point count.\n * @param source array to copy from\n * @param sourceCount copy the first sourceCount points; all points if undefined\n * @param destOffset copy to instance array starting at this point index; zero if undefined\n * @return count and offset of points copied\n */\n protected copyData(source: Float64Array | number[], sourceCount?: number, destOffset?: number): {count: number, offset: number} {\n // validate inputs and convert from points to entries\n let myOffset = (undefined !== destOffset) ? destOffset * 3 : 0;\n if (myOffset < 0)\n myOffset = 0;\n if (myOffset >= this._data.length)\n return {count: 0, offset: 0};\n let myCount = (undefined !== sourceCount) ? sourceCount * 3 : source.length;\n if (myCount > 0) {\n if (myCount > source.length)\n myCount = source.length;\n if (myOffset + myCount > this._data.length)\n myCount = this._data.length - myOffset;\n if (myCount % 3 !== 0)\n myCount -= myCount % 3;\n }\n if (myCount <= 0)\n return {count: 0, offset: 0};\n if (myCount === source.length)\n this._data.set(source, myOffset);\n else if (source instanceof Float64Array)\n this._data.set(source.subarray(0, myCount), myOffset);\n else\n this._data.set(source.slice(0, myCount), myOffset);\n return {count: myCount / 3, offset: myOffset / 3};\n }\n\n /** The number of points in use. When the length is increased, the array is padded with zeroes. */\n public get length() { return this._xyzInUse; }\n public set length(newLength: number) { this.resize(newLength, true); }\n\n /** Return the number of float64 in use. */\n public get float64Length() { return this._xyzInUse * 3; }\n /** Return the raw packed data.\n * * Note that the length of the returned Float64Array is a count of doubles, and includes the excess capacity\n */\n public float64Data(): Float64Array { return this._data; }\n\n /** If necessary, increase the capacity to the new number of points. Current coordinates and point count (length) are unchanged. */\n public ensureCapacity(pointCapacity: number, applyGrowthFactor: boolean = true) {\n if (pointCapacity > this._xyzCapacity) {\n if (applyGrowthFactor)\n pointCapacity *= this._growthFactor;\n const prevData = this._data;\n this._data = new Float64Array(pointCapacity * 3);\n this.copyData(prevData, this._xyzInUse);\n this._xyzCapacity = pointCapacity;\n }\n }\n /**\n * * If pointCount is less than current length, just reset current length to pointCount, effectively trimming active points but preserving original capacity.\n * * If pointCount is greater than current length, reallocate to exactly pointCount, copy existing points, and optionally pad excess with zero.\n * @param pointCount new number of active points in array\n * @param padWithZero when increasing point count, whether to zero out new points (default false)\n */\n public resize(pointCount: number, padWithZero?: boolean) {\n if (pointCount >= 0 && pointCount < this._xyzInUse)\n this._xyzInUse = pointCount;\n else if (pointCount > this._xyzInUse) {\n this.ensureCapacity(pointCount, false);\n if (padWithZero ?? false)\n this._data.fill(0, this._xyzInUse * 3);\n this._xyzInUse = pointCount;\n }\n }\n /**\n * Make a copy of the (active) points in this array.\n * (The clone does NOT get excess capacity)\n */\n public clone(result?: GrowableXYZArray): GrowableXYZArray {\n if (!result)\n result = new GrowableXYZArray(this.length);\n else {\n if (result.length !== this.length)\n result.clear(); // force resize to trim excess capacity\n result.resize(this.length);\n }\n result.copyData(this._data, this.length);\n result._xyzInUse = this.length;\n return result;\n }\n /** Create an array from various point data formats.\n * Valid inputs are:\n * * Point2d\n * * Point3d\n * * An array of 2 doubles\n * * An array of 3 doubles\n * * A GrowableXYZArray\n * * Any json object satisfying Point3d.isXYAndZ\n * * Any json object satisfying Point3d.isXAndY\n * * A Float64Array of doubles, interpreted as xyzxyz\n * * An array of any of the above\n * @param data source points.\n * @param result optional pre-allocated GrowableXYZArray to clear and fill.\n */\n public static create(data: any, result?: GrowableXYZArray): GrowableXYZArray {\n if (result) {\n result.clear();\n } else {\n const pointCount = typeof data[0] === \"number\" ? data.length / 3 : data.length;\n result = new GrowableXYZArray(pointCount);\n }\n result.pushFrom(data);\n return result;\n }\n\n /** Restructure MultiLineStringDataVariant as array of GrowableXYZArray */\n public static createArrayOfGrowableXYZArray(data: MultiLineStringDataVariant): GrowableXYZArray[] | undefined {\n const collector = new PointStreamGrowableXYZArrayCollector();\n VariantPointDataStream.streamXYZ(data, collector);\n return collector.claimArrayOfGrowableXYZArray();\n }\n\n /** push a point to the end of the array */\n public push(toPush: XYAndZ) {\n this.pushXYZ(toPush.x, toPush.y, toPush.z);\n }\n\n /** push all points of an array */\n public pushAll(points: Point3d[]) {\n this.ensureCapacity(this._xyzInUse + points.length, false);\n for (const p of points) this.push(p);\n }\n /** Push copies of points from variant sources.\n * Valid inputs are:\n * * Point2d\n * * Point3d\n * * An array of 2 doubles\n * * An array of 3 doubles\n * * A GrowableXYZArray\n * * Any json object satisfying Point3d.isXYAndZ\n * * Any json object satisfying Point3d.isXAndY\n * * A Float64Array of doubles, interpreted as xyzxyz\n * * An array of any of the above\n */\n public pushFrom(p: any) {\n if (p instanceof Point3d)\n this.pushXYZ(p.x, p.y, p.z);\n else if (p instanceof GrowableXYZArray)\n this.pushFromGrowableXYZArray(p);\n else if (p instanceof Point2d)\n this.pushXYZ(p.x, p.y, 0.0);\n else if (Geometry.isNumberArray(p, 4) || p instanceof Float64Array) {\n const xyzToAdd = Math.trunc(p.length / 3);\n this.ensureCapacity(this._xyzInUse + xyzToAdd, false);\n this.copyData(p, xyzToAdd, this._xyzInUse);\n this._xyzInUse += xyzToAdd;\n } else if (Geometry.isNumberArray(p, 3))\n this.pushXYZ(p[0], p[1], p[2]);\n else if (Geometry.isNumberArray(p, 2))\n this.pushXYZ(p[0], p[1], 0.0);\n else if (Array.isArray(p)) {\n // direct recursion re-wraps p and goes infinite. Unroll here.\n for (const q of p)\n this.pushFrom(q);\n } else if (Point3d.isXYAndZ(p))\n this.pushXYZ(p.x, p.y, p.z);\n else if (Point3d.isXAndY(p))\n this.pushXYZ(p.x, p.y, 0.0);\n else if (p instanceof IndexedXYZCollection) {\n const n = p.length;\n this.ensureCapacity(this._xyzInUse + n, false);\n for (let i = 0; i < n; i++)\n this.pushXYZ(p.getXAtUncheckedPointIndex(i), p.getYAtUncheckedPointIndex(i), p.getZAtUncheckedPointIndex(i));\n }\n }\n /**\n * Replicate numWrap xyz values from the front of the array as new values at the end.\n * @param numWrap number of xyz values to replicate\n */\n public pushWrap(numWrap: number) {\n if (this._xyzInUse >= numWrap) {\n this.ensureCapacity(this._xyzInUse + numWrap, false);\n for (let i = 0; i < numWrap; i++) {\n const k = 3 * i;\n this.pushXYZ(this._data[k], this._data[k + 1], this._data[k + 2]);\n }\n }\n }\n /** append a new point with given x,y,z */\n public pushXYZ(x: number, y: number, z: number) {\n this.ensureCapacity(this._xyzInUse + 1);\n const index = this._xyzInUse * 3;\n this._data[index] = x;\n this._data[index + 1] = y;\n this._data[index + 2] = z;\n this._xyzInUse++;\n }\n /** Shift all data forward to make space for numPoints at the front.\n * * Leading (3*numPoints) doubles are left with prior contents.\n * * _xyzInUse count is increased\n */\n private shiftForward(numPoints: number) {\n if (numPoints <= 0)\n return;\n this.ensureCapacity(this._xyzInUse + numPoints);\n const numAddedDouble = 3 * numPoints;\n const lastIndex = this._xyzInUse * 3;\n this._data.copyWithin(numAddedDouble, 0, lastIndex);\n this._xyzInUse += numPoints;\n }\n /** prepend a new point with given x,y,z\n * * Remark: this copies all content forward.\n */\n public pushFrontXYZ(x: number, y: number, z: number) {\n this.shiftForward(1);\n this._data[0] = x;\n this._data[1] = y;\n this._data[2] = z;\n }\n /** prepend a new point at the front of the array.\n *\n */\n public pushFront(toPush: XYAndZ) {\n this.pushFrontXYZ(toPush.x, toPush.y, toPush.z);\n }\n\n /** move the coordinates at fromIndex to toIndex.\n * * No action if either index is invalid.\n */\n public moveIndexToIndex(fromIndex: number, toIndex: number) {\n if (this.isIndexValid(fromIndex) && this.isIndexValid(toIndex)) {\n let iA = fromIndex * 3;\n let iB = toIndex * 3;\n this._data[iB++] = this._data[iA++];\n this._data[iB++] = this._data[iA++];\n this._data[iB] = this._data[iA];\n }\n }\n /** Remove one point from the back.\n * * NOTE that (in the manner of std::vector native) this is \"just\" removing the point -- no point is NOT returned.\n * * Use `back ()` to get the last x,y,z assembled into a `Point3d `\n */\n public pop() {\n if (this._xyzInUse > 0)\n this._xyzInUse--;\n }\n /**\n * Test if index is valid for an xyz (point or vector) within this array\n * @param index xyz index to test.\n */\n public isIndexValid(index: number): boolean {\n if (index >= this._xyzInUse || index < 0)\n return false;\n return true;\n }\n /**\n * Clear all xyz data, but leave capacity unchanged.\n */\n public clear() {\n this._xyzInUse = 0;\n }\n /**\n * Get a point by index, strongly typed as a Point3d. This is unchecked. Use [[getPoint3dAtCheckedPointIndex]] to have validity test.\n * @param pointIndex index to access\n * @param result optional result\n */\n public getPoint3dAtUncheckedPointIndex(pointIndex: number, result?: Point3d): Point3d {\n const index = 3 * pointIndex;\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n\n /**\n * Get a point by index, strongly typed as a Point2d. This is unchecked. Use [[getPoint2dAtCheckedPointIndex]] to have validity test.\n * @param pointIndex index to access\n * @param result optional result\n */\n public getPoint2dAtUncheckedPointIndex(pointIndex: number, result?: Point2d): Point2d {\n const index = 3 * pointIndex;\n return Point2d.create(this._data[index], this._data[index + 1], result);\n }\n\n /**\n * Get a vector by index, strongly typed as a Vector3d. This is unchecked. Use [[getVector3dAtCheckedVectorIndex]] to have validity test.\n * @param vectorIndex index to access\n * @param result optional result\n */\n public getVector3dAtUncheckedVectorIndex(vectorIndex: number, result?: Vector3d): Vector3d {\n const index = 3 * vectorIndex;\n return Vector3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n\n /** copy xyz into strongly typed Point3d */\n public getPoint3dAtCheckedPointIndex(pointIndex: number, result?: Point3d): Point3d | undefined {\n if (this.isIndexValid(pointIndex)) {\n const index = 3 * pointIndex;\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n return undefined;\n }\n\n /** access x of indexed point */\n public getXAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index];\n }\n\n /** access y of indexed point */\n public getYAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index + 1];\n }\n\n /** access y of indexed point */\n public getZAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index + 2];\n }\n\n /** copy xy into strongly typed Point2d */\n public getPoint2dAtCheckedPointIndex(pointIndex: number, result?: Point2d): Point2d | undefined {\n if (this.isIndexValid(pointIndex)) {\n const index = 3 * pointIndex;\n return Point2d.create(this._data[index], this._data[index + 1], result);\n }\n return undefined;\n }\n /** copy xyz into strongly typed Vector3d */\n public getVector3dAtCheckedVectorIndex(vectorIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(vectorIndex)) {\n const index = 3 * vectorIndex;\n return Vector3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n return undefined;\n }\n\n /**\n * Read coordinates from source array, place them at index within this array.\n * @param destIndex point index where coordinates are to be placed in this array\n * @param source source array\n * @param sourceIndex point index in source array\n * @returns true if destIndex and sourceIndex are both valid.\n */\n public transferFromGrowableXYZArray(destIndex: number, source: GrowableXYZArray, sourceIndex: number): boolean {\n if (this.isIndexValid(destIndex) && source.isIndexValid(sourceIndex)) {\n const i = destIndex * 3;\n const j = sourceIndex * 3;\n this._data[i] = source._data[j];\n this._data[i + 1] = source._data[j + 1];\n this._data[i + 2] = source._data[j + 2];\n return true;\n }\n return false;\n }\n\n /**\n * push coordinates from the source array to the end of this array.\n * @param source source array\n * @param sourceIndex xyz index within the source. If undefined, entire source is pushed.\n * @returns number of points pushed.\n */\n public pushFromGrowableXYZArray(source: GrowableXYZArray, sourceIndex?: number): number {\n // full array push . . .\n if (sourceIndex === undefined) {\n const numXYZAdd = source.length;\n this.ensureCapacity(this.length + numXYZAdd, false);\n this.copyData(source._data, numXYZAdd, this.length);\n this._xyzInUse += numXYZAdd;\n return numXYZAdd;\n }\n // single point push . . .\n if (source.isIndexValid(sourceIndex)) {\n const j = sourceIndex * 3;\n this.pushXYZ(source._data[j], source._data[j + 1], source._data[j + 2]);\n return 1;\n }\n return 0;\n }\n /**\n * Set the coordinates of a single point.\n * @param pointIndex index of point to set\n * @param value coordinates to set\n */\n public setAtCheckedPointIndex(pointIndex: number, value: XYAndZ): boolean {\n if (!this.isIndexValid(pointIndex))\n return false;\n let index = pointIndex * 3;\n this._data[index++] = value.x;\n this._data[index++] = value.y;\n this._data[index] = value.z;\n return true;\n }\n /**\n * Set the coordinates of a single point given as coordinates\n * @param pointIndex index of point to set\n * @param x x coordinate\n * @param y y coordinate\n * @param z z coordinate\n */\n public setXYZAtCheckedPointIndex(pointIndex: number, x: number, y: number, z: number): boolean {\n if (!this.isIndexValid(pointIndex))\n return false;\n let index = pointIndex * 3;\n this._data[index++] = x;\n this._data[index++] = y;\n this._data[index] = z;\n return true;\n }\n\n /**\n * Copy all points into a simple array of Point3d\n */\n public getPoint3dArray(): Point3d[] {\n const n = 3 * this._xyzInUse;\n const result = [];\n const data = this._data;\n for (let i = 0; i < n; i += 3)\n result.push(Point3d.create(data[i], data[i + 1], data[i + 2]));\n return result;\n }\n /** multiply each point by the transform, replace values. */\n public static multiplyTransformInPlace(transform: Transform, data: GrowableXYZArray[] | GrowableXYZArray) {\n if (Array.isArray(data)) {\n for (const d of data)\n d.multiplyTransformInPlace(transform);\n } else {\n data.multiplyTransformInPlace(transform);\n }\n }\n\n /** multiply each point by the transform, replace values. */\n public multiplyTransformInPlace(transform: Transform) {\n const data = this._data;\n const nDouble = this.float64Length;\n const coffs = transform.matrix.coffs;\n const origin = transform.origin;\n const x0 = origin.x;\n const y0 = origin.y;\n const z0 = origin.z;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z + x0;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z + y0;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z + z0;\n }\n }\n\n /** reverse the order of points. */\n public reverseInPlace() {\n const n = this.length;\n let j0, j1;\n let a;\n const data = this._data;\n for (let i0 = 0, i1 = n - 1; i0 < i1; i0++, i1--) {\n j0 = 3 * i0;\n j1 = 3 * i1;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n j0++;\n j1++;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n j0++;\n j1++;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n }\n }\n\n /** multiply each xyz (as a vector) by matrix, replace values. */\n public multiplyMatrix3dInPlace(matrix: Matrix3d) {\n const data = this._data;\n const nDouble = this.float64Length;\n const coffs = matrix.coffs;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\n }\n }\n\n /** multiply each xyz (as a vector) by matrix inverse transpose, renormalize the vector, replace values.\n * * This is the way to apply a matrix (possibly with skew and scale) to a surface normal, and\n * have it end up perpendicular to the transformed in-surface vectors.\n * * Return false if matrix is not invertible or if any normalization fails.\n */\n public multiplyAndRenormalizeMatrix3dInverseTransposeInPlace(matrix: Matrix3d): boolean {\n const data = this._data;\n const nDouble = this.float64Length;\n if (!matrix.computeCachedInverse(true))\n return false;\n const coffs = matrix.inverseCoffs!;\n const tol = Geometry.smallFloatingPoint;\n let x = 0;\n let y = 0;\n let z = 0;\n let x1;\n let y1;\n let z1;\n let q;\n let a;\n let numFail = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n x1 = coffs[0] * x + coffs[3] * y + coffs[6] * z;\n y1 = coffs[1] * x + coffs[4] * y + coffs[7] * z;\n z1 = coffs[2] * x + coffs[5] * y + coffs[8] * z;\n a = x1 * x1 + y1 * y1 + z1 * z1;\n if (a < tol) {\n // put the originals back ..\n x1 = x; y1 = y; z1 = z;\n numFail++;\n } else if (Math.abs(a - 1.0) > tol) {\n q = 1.0 / Math.sqrt(a);\n x1 *= q;\n y1 *= q;\n z1 *= q;\n } // else -- q is near 1, no need to do the division !!\n data[i] = x1;\n data[i + 1] = y1;\n data[i + 2] = z1;\n }\n return numFail === 0;\n }\n\n /** multiply each xyz (as a point) by a homogeneous matrix and update as the normalized point\n *\n */\n public multiplyMatrix4dAndQuietRenormalizeMatrix4d(matrix: Matrix4d) {\n const data = this._data;\n const nDouble = this.float64Length;\n const xyz1 = Point3d.create();\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n matrix.multiplyXYZWQuietRenormalize(data[i], data[i + 1], data[i + 2], 1.0, xyz1);\n data[i] = xyz1.x;\n data[i + 1] = xyz1.y;\n data[i + 2] = xyz1.z;\n }\n }\n\n /** multiply each point by the transform, replace values. */\n public tryTransformInverseInPlace(transform: Transform): boolean {\n const data = this._data;\n const nDouble = this.float64Length;\n const matrix = transform.matrix;\n matrix.computeCachedInverse(true);\n const coffs = matrix.inverseCoffs;\n if (!coffs)\n return false;\n const origin = transform.origin;\n const x0 = origin.x;\n const y0 = origin.y;\n const z0 = origin.z;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 < nDouble; i += 3) {\n x = data[i] - x0;\n y = data[i + 1] - y0;\n z = data[i + 2] - z0;\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\n }\n return true;\n }\n /** Extend `range` to extend by all points. */\n public extendRange(rangeToExtend: Range3d, transform?: Transform) {\n const numDouble = this.float64Length;\n const data = this._data;\n if (transform) {\n for (let i = 0; i + 2 < numDouble; i += 3)\n rangeToExtend.extendTransformedXYZ(transform, data[i], data[i + 1], data[i + 2]);\n } else {\n for (let i = 0; i + 2 < numDouble; i += 3)\n rangeToExtend.extendXYZ(data[i], data[i + 1], data[i + 2]);\n\n }\n }\n /** get range of points. */\n public override getRange(transform?: Transform): Range3d {\n const range = Range3d.createNull();\n this.extendRange(range, transform);\n return range;\n }\n\n /** Initialize `range` with coordinates in this array. */\n public setRange(range: Range3d, transform?: Transform) {\n range.setNull();\n this.extendRange(range, transform);\n }\n\n /** Sum the lengths of segments between points. */\n public sumLengths(): number {\n let sum = 0.0;\n const n = 3 * (this._xyzInUse - 1); // Length already takes into account what specifically is in use\n const data = this._data;\n for (let i = 0; i < n; i += 3) sum += Geometry.hypotenuseXYZ(\n data[i + 3] - data[i],\n data[i + 4] - data[i + 1],\n data[i + 5] - data[i + 2]);\n return sum;\n }\n /**\n * Multiply each x,y,z by the scale factor.\n * @param factor\n */\n public scaleInPlace(factor: number) {\n if (this._data) {\n const numFloat = this.float64Length;\n for (let i = 0; i < numFloat; i++)\n this._data[i] = this._data[i] * factor;\n }\n }\n /** test if all points are within tolerance of a plane. */\n public isCloseToPlane(plane: Plane3dByOriginAndUnitNormal, tolerance: number = Geometry.smallMetricDistance): boolean {\n const numCoordinate = 3 * this._xyzInUse;\n const data = this._data;\n for (let i = 0; i < numCoordinate; i += 3)\n if (Math.abs(plane.altitudeXYZ(data[i], data[i + 1], data[i + 2])) > tolerance)\n return false;\n return true;\n }\n /**\n * * If not already closed, push a copy of the first point.\n * * If already closed within tolerance, force exact copy\n * * otherwise leave unchanged.\n */\n public forceClosure(tolerance: number = Geometry.smallMetricDistance) {\n const d = this.distanceIndexIndex(0, this.length - 1);\n // leave the empty array alone.\n // Note that singleton will generate 0 distance and do nothing.\n if (d === undefined) {\n } else if (d > tolerance)\n this.pushXYZ(this._data[0], this._data[1], this._data[2]);\n else if (d > 0) {\n // overwrite last point with exact exact first point\n const i0 = this._data.length - 3;\n for (let i = 0; i < 3; i++)\n this._data[i0 + i] = this._data[i];\n }\n }\n\n /** Compute a point at fractional coordinate between points i and j */\n public interpolate(i: number, fraction: number, j: number, result?: Point3d): Point3d | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const fraction0 = 1.0 - fraction;\n const data = this._data;\n i = 3 * i;\n j = 3 * j;\n return Point3d.create(\n fraction0 * data[i] + fraction * data[j],\n fraction0 * data[i + 1] + fraction * data[j + 1],\n fraction0 * data[i + 2] + fraction * data[j + 2], result);\n }\n return undefined;\n }\n\n /**\n * * Compute a point at fractional coordinate between points i and j of source\n * * push onto this array.\n */\n public pushInterpolatedFromGrowableXYZArray(source: GrowableXYZArray, i: number, fraction: number, j: number) {\n if (source.isIndexValid(i) && source.isIndexValid(j)) {\n const fraction0 = 1.0 - fraction;\n const data = source._data;\n i = 3 * i;\n j = 3 * j;\n this.pushXYZ(\n fraction0 * data[i] + fraction * data[j],\n fraction0 * data[i + 1] + fraction * data[j + 1],\n fraction0 * data[i + 2] + fraction * data[j + 2]);\n }\n }\n\n /** Sum the signed areas of the projection to xy plane */\n public areaXY(): number {\n let area = 0.0;\n const n = 3 * this._xyzInUse; // float count !!\n if (n > 6) {\n const x0 = this._data[n - 3];\n const y0 = this._data[n - 2];\n let dx1 = this._data[0] - x0;\n let dy1 = this._data[1] - y0;\n let dx2 = 0;\n let dy2 = 0;\n for (let i = 3; i < n; i += 3, dx1 = dx2, dy1 = dy2) {\n dx2 = this._data[i] - x0;\n dy2 = this._data[i + 1] - y0;\n area += Geometry.crossProductXYXY(dx1, dy1, dx2, dy2);\n }\n }\n return 0.5 * area;\n }\n\n /** Compute a vector from index origin i to indexed target j */\n public vectorIndexIndex(i: number, j: number, result?: Vector3d): Vector3d | undefined {\n if (!this.isIndexValid(i) || !this.isIndexValid(j))\n return undefined;\n const data = this._data;\n i = 3 * i;\n j = 3 * j;\n return Vector3d.create(\n data[j] - data[i],\n data[j + 1] - data[i + 1],\n data[j + 2] - data[i + 2], result);\n }\n\n /** Compute a vector from origin to indexed target j */\n public vectorXYAndZIndex(origin: XYAndZ, j: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(j)) {\n const data = this._data;\n j = 3 * j;\n return Vector3d.create(\n data[j] - origin.x,\n data[j + 1] - origin.y,\n data[j + 2] - origin.z, result);\n }\n return undefined;\n }\n\n /** Compute the cross product of vectors from from indexed origin to indexed targets i and j */\n public crossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const i = originIndex * 3;\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n return Geometry.crossProductXYZXYZ(\n data[j] - data[i], data[j + 1] - data[i + 1], data[j + 2] - data[i + 2],\n data[k] - data[i], data[k + 1] - data[i + 1], data[k + 2] - data[i + 2],\n result);\n }\n return undefined;\n }\n\n /** Compute the dot product of pointIndex with [x,y,z] */\n public evaluateUncheckedIndexDotProductXYZ(pointIndex: number, x: number, y: number, z: number): number {\n const i = pointIndex * 3;\n const data = this._data;\n return data[i] * x + data[i + 1] * y + data[i + 2] * z;\n }\n /** Compute the dot product of pointIndex with [x,y,z] */\n public evaluateUncheckedIndexPlaneAltitude(pointIndex: number, plane: PlaneAltitudeEvaluator): number {\n const i = pointIndex * 3;\n const data = this._data;\n return plane.altitudeXYZ(data[i], data[i + 1], data[i + 2]);\n }\n\n /**\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\n * * accumulate it to the result.\n */\n public accumulateCrossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result: Vector3d): void {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const i = originIndex * 3;\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n result.addCrossProductToTargetsInPlace(\n data[i], data[i + 1], data[i + 2],\n data[j], data[j + 1], data[j + 2],\n data[k], data[k + 1], data[k + 2]);\n }\n }\n\n /**\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\n * * accumulate it to the result.\n */\n public accumulateScaledXYZ(index: number, scale: number, sum: Point3d): void {\n if (this.isIndexValid(index)) {\n const i = index * 3;\n const data = this._data;\n sum.x += scale * data[i];\n sum.y += scale * data[i + 1];\n sum.z += scale * data[i + 2];\n }\n }\n\n /** Compute the cross product of vectors from from origin to indexed targets i and j */\n public crossProductXYAndZIndexIndex(origin: XYAndZ, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n return Geometry.crossProductXYZXYZ(\n data[j] - origin.x, data[j + 1] - origin.y, data[j + 2] - origin.z,\n data[k] - origin.x, data[k + 1] - origin.y, data[k + 2] - origin.z,\n result);\n }\n return undefined;\n }\n\n /** Return the distance between an array point and the input point. */\n public distanceIndexToPoint(i: number, spacePoint: XYAndZ): number | undefined {\n if (this.isIndexValid(i)) {\n const i0 = 3 * i;\n return Geometry.hypotenuseXYZ(\n spacePoint.x - this._data[i0],\n spacePoint.y - this._data[i0 + 1],\n spacePoint.z - this._data[i0 + 2]);\n }\n return undefined;\n }\n\n /**\n * Return distance squared between indicated points.\n * @param i first point index\n * @param j second point index\n */\n public distanceSquaredIndexIndex(i: number, j: number): number | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseSquaredXYZ(\n this._data[j0] - this._data[i0],\n this._data[j0 + 1] - this._data[i0 + 1],\n this._data[j0 + 2] - this._data[i0 + 2]);\n }\n return undefined;\n }\n /**\n * Return distance between indicated points.\n * @param i first point index\n * @param j second point index\n */\n public distanceIndexIndex(i: number, j: number): number | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseXYZ(\n this._data[j0] - this._data[i0],\n this._data[j0 + 1] - this._data[i0 + 1],\n this._data[j0 + 2] - this._data[i0 + 2]);\n }\n return undefined;\n }\n /** Return the distance between points in distinct arrays. */\n public static distanceBetweenPointsIn2Arrays(arrayA: GrowableXYZArray, i: number, arrayB: GrowableXYZArray, j: number): number | undefined {\n if (arrayA.isIndexValid(i) && arrayB.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseXYZ(\n arrayB._data[j0] - arrayA._data[i0],\n arrayB._data[j0 + 1] - arrayA._data[i0 + 1],\n arrayB._data[j0 + 2] - arrayA._data[i0 + 2]);\n }\n return undefined;\n }\n /** test for near equality between two `GrowableXYZArray`. */\n public static isAlmostEqual(dataA: GrowableXYZArray | undefined, dataB: GrowableXYZArray | undefined): boolean {\n if (dataA && dataB) {\n if (dataA.length !== dataB.length)\n return false;\n for (let i = 0; i < dataA.length; i++)\n if (!dataA.getPoint3dAtUncheckedPointIndex(i).isAlmostEqual(dataB.getPoint3dAtUncheckedPointIndex(i)))\n return false;\n return true;\n }\n // if both are null it is equal, otherwise unequal\n return (!dataA && !dataB);\n }\n\n /** Return an array of block indices sorted per compareLexicalBlock function */\n public sortIndicesLexical(): Uint32Array {\n const n = this._xyzInUse;\n // let numCompare = 0;\n const result = new Uint32Array(n);\n for (let i = 0; i < n; i++) result[i] = i;\n result.sort(\n (blockIndexA: number, blockIndexB: number) => {\n // numCompare++;\n return this.compareLexicalBlock(blockIndexA, blockIndexB);\n });\n // console.log (n, numCompare);\n return result;\n }\n\n /** compare two blocks in simple lexical order. */\n public compareLexicalBlock(ia: number, ib: number): number {\n let ax = 0;\n let bx = 0;\n for (let i = 0; i < 3; i++) {\n ax = this._data[ia * 3 + i];\n bx = this._data[ib * 3 + i];\n if (ax > bx) return 1;\n if (ax < bx) return -1;\n }\n return ia - ib; // so original order is maintained among duplicates !!!!\n }\n\n /** Access a single double at offset within a block. This has no index checking. */\n public component(pointIndex: number, componentIndex: number): number {\n return this._data[3 * pointIndex + componentIndex];\n }\n /**\n * add points at regular steps from `other`\n * @param source\n * @param pointIndex0\n * @param step\n * @param numAdd\n */\n public addSteppedPoints(other: GrowableXYZArray, pointIndex0: number, step: number, numAdd: number) {\n const dataB = other._data;\n let b0 = pointIndex0 * 3;\n const nb = other.length * 3;\n let numAdded = 0;\n this.ensureCapacity(this._xyzInUse + numAdd, false);\n while (b0 >= 0 && b0 + 2 < nb && numAdded < numAdd) {\n this.pushXYZ(dataB[b0], dataB[b0 + 1], dataB[b0 + 2]);\n b0 += step * 3;\n numAdded++;\n }\n }\n\n /**\n * find the min and max distance between corresponding indexed points. Excess points are ignored.\n * @param arrayA first array\n * @param arrayB second array\n */\n public static distanceRangeBetweenCorrespondingPoints(arrayA: GrowableXYZArray, arrayB: GrowableXYZArray): Range1d {\n const dataA = arrayA._data;\n const dataB = arrayB._data;\n const n = Math.min(arrayA.length, arrayB.length);\n let i = 0;\n let k0;\n const range = Range1d.createNull();\n while (i < n) {\n k0 = 3 * i;\n range.extendX(Geometry.hypotenuseXYZ(dataA[k0] - dataB[k0], dataA[k0 + 1] - dataB[k0 + 1], dataA[k0 + 2] - dataB[k0 + 2]));\n i++;\n }\n return range;\n }\n /**\n * remove trailing point(s) within tolerance of the start point.\n * @param points\n * @param tolerance\n */\n public static removeClosure(points: IndexedReadWriteXYZCollection, tolerance: number = Geometry.smallMetricDistance) {\n while (points.length > 1 && points.distanceIndexIndex(0, points.length - 1)! < tolerance)\n points.pop();\n }\n /**\n * Compute frame for a triangle formed by three (unchecked!) points identified by index.\n * * z direction of frame is 001.\n * * Transform axes from origin to targetA and targetB\n * * in local coordinates (u,v,w) the xy interior of the triangle is `u>=0, v>= 0, w>= 0, u+v+w<1`\n * * Return undefined if transform is not invertible, e.g. if points are in a vertical plane.\n */\n public fillLocalXYTriangleFrame(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Transform): Transform | undefined {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n let i0 = originIndex * 3;\n const data = this._data;\n const ax = data[i0++];\n const ay = data[i0++];\n const az = data[i0++];\n i0 = targetAIndex * 3;\n const ux = data[i0++] - ax;\n const uy = data[i0++] - ay;\n const uz = data[i0++] - az;\n i0 = targetBIndex * 3;\n const vx = data[i0++] - ax;\n const vy = data[i0++] - ay;\n const vz = data[i0++] - az;\n result = Transform.createRowValues(\n ux, vx, 0, ax,\n uy, vy, 0, ay,\n uz, vz, 1, az, result);\n return result.computeCachedInverse() ? result : undefined;\n }\n return undefined;\n }\n /**\n * Pass the (x,y,z) of each point to a function which returns a replacement for one of the 3 components.\n * @param componentIndex Index (0,1,2) of component to be replaced.\n * @param func function to be called as `func(x,y,z)`, returning a replacement value for componentIndex\n */\n public mapComponent(componentIndex: 0 | 1 | 2, func: (x: number, y: number, z: number) => number) {\n const n = this._data.length;\n let q;\n for (let i = 0; i + 2 < n; i += 3) {\n q = func(this._data[i], this._data[i + 1], this._data[i + 2]);\n this._data[i + componentIndex] = q;\n }\n }\n}\n"]}